Quote:
Originally Posted by Retro1234
could I get a copy of your textures? Did you store them in some kind of array?
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The textures are just the original Wolf3d textures color reduced to 16 colors, and I ever only converted the two textures visible in the demo. The textures are stored in a chunky format (one byte per texel), although rotated 90', so that they can be read more easily when drawing the walls.
Quote:
I know I should look at something like 3D monster maze or something but how do you calculate angles?
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It's a simple raycaster, based on this tutorial
http://lodev.org/cgtutor/raycasting.html
In this demo the raycasting is a 512 frame precalculated array, as I was still mainly optimizing the wall rendering and wanted the raycasting part to have constant speed.
I also now noticed that I had forgot to enable blitter nasty in the c2p, so the demo runs slower than it should