Article View: rec.games.programmer
Article #912Re: Wolf 3d by Id - this is how they did it
From: Warwick Allison
Date: Tue, 01 Sep 1992 03:53
Date: Tue, 01 Sep 1992 03:53
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benrg@ocf.berkeley.edu (Brn Rudiak-Gould) writes:
>I have right now some working C code that does 3D graphics that are quite
>similar to Wolf3d's walls (not the objects). Compiled with DJGPP it's very
>fast--I don't remember the exact number of frames per second but it's a lot
>more than are needed. I suspect that Id used used the same algorithm that
>I'm using, but I'm not sure since I haven't looked at their code.
> [excellent description of algorithm deleted]
An old Atari 8-bit game (running at under 2MHz) used this algorithm (I guess).
The game was called "WAYOUT". All it was was a get-out-of-the-maze game, and
only drew up about 80x60 pixels, but it was full speed (60Hz).
--
Warwick
--
_-_|\ warwick@cs.uq.oz.au /Disclaimer:
/ * <-- Computer Science Department, /
\_.-._/ University of Queensland, / void (if removed)
v Brisbane, Australia. /
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Path: arc1-ca.pugleaf.net!sparky!uunet!munnari.oz.au!bunyip.cc.uq.oz.au!uqcspe!cs.uq.oz.au!warwick From: warwick@cs.uq.oz.au (Warwick Allison) Newsgroups: rec.games.programmer Subject: Re: Wolf 3d by Id - this is how they did it Message-ID: <10066@uqcspe.cs.uq.oz.au> Date: 1 Sep 92 03:53:36 GMT References: <1992Aug11.022821.1737@drycas.club.cc.cmu.edu> <17skrcINN44p@agate.berkeley.edu> Sender: news@cs.uq.oz.au Reply-To: warwick@cs.uq.oz.au Lines: 23