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Article #1940

Re: Wolf/UU (was plotting pixels)

#1940
From: Geoffrey M Silverton
Date: Tue, 12 Jan 1993 02:20
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> Better yet, how many have working scene rendering code?  Doing bitmapped walls
> Wolf-style isn't too tough, and it can be done with either massive lookup
> tables or a couple of multiplies per column of pixels.  The tricky part is
> doing textured floors and ceilings, since you have to effectively perform
> a Bresenham or similar line draw across each tile on the floor. (ick)

Actually, I have textured ceilings and floors working but am not using
a Bresenham alg. -- I am looping through screen pixels not floor 
coordinates and so have two integer divides in the inner loop to convert 
the x, y.  Even with this divide, I am getting about 6 fps in a 200x100 
window on my 386 33. Can anyone who's looked at this sort of thing think 
of a way to get rid of the divides in the inner loop of the floor/ceiling 
code?

I am taking the distance corresponding to a given screen pixel from a 
lookup table but I have to divide (or multiply...) by two factors found 
from the user's rotation angle to get the x and y components.  A 2-D 
lookup table for this would be too big.

Have you seen Catacombs Abyss?  They seem to have used the WOLF3D 
rendering code but have fewer #angles for rotation and are using 16 color 
EGA!  Still, the creatures are more interesting.

Geoff
(geoffs@engin.umich.edu)
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Newsgroups: rec.games.programmer
Path: arc1-ca.pugleaf.net!sparky!uunet!caen!geoffs
From: geoffs@eecs270.engin.umich.edu (Geoffrey M Silverton)
Subject: Re: Wolf/UU (was plotting pixels)
Message-ID: <LVg=mk#@engin.umich.edu>
Date: Mon, 11 Jan 93 21:20:32 EST
Organization: University of Michigan Engineering, Ann Arbor
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