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Old 26 December 2017, 20:09   #159
britelite
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Join Date: Feb 2010
Location: Espoo / Finland
Posts: 818
Quote:
Originally Posted by Retro1234 View Post
Thanks for the reply - what are the dimensions of the original textures 64x64?
Yes, the original textures are also 64x64

Quote:
in a game with free movement could all angles be precalculated? if not how long does it take to calculate in real time?
Never timed the raycaster, but in it's current form it's way too slow and would have to be rewritten

Quote:
bit lame I know but I could record your demo split it into frames then try and recreate to get the angles correct - im just curious, im not going to try what youve done.
If you want test data for trying out wall rendering, I can send you a dump of the data used in this demo (around 160kB). The horizontal resolution is 160 pixels, so for each vertical column there's one byte for wall height and one byte for texture offset, so there's 512 frames of 320 bytes per frame.
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