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gloom.txt
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2009-11-06
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GLOOM.BIN
This program is simply an example.
There has been talk on the CoCo listserver about 'Doom' for the CoCo, and most people's
impression was that it was completely impossible. It was my opinion that is WAS possible,
though it wouldn't be as fast or as graphically complex as the PC version.
I don't have the time to make a game, but I did manage to scrape up a little demonstration
of a first person perspective '3D' walk through maze program. I've kept it as elementary
as possible to save time. (You can still walk right through walls. The minimum size of
a 'square' on the map is very large. There is no 'anything' to this demo other than
walking in a 128x64 map.)
I've also kept it strictly 6809 code to make a point. If a stock 6809 can do THIS,
imagine what a 6309 version would run like?
The program runs in 256x192 in 16 colors. The graphics engine writes BYTES to the screen
to improve performance, but that limits the effective resolution to 128x192. Overall it
runs at about 15 frames per second, give or take a bit for variations in CPU power
demanded.
The program breaks down to:
96K of 'RADAR TABLE' (Data table used to eliminate on the fly calculations)
16K of 'MAP' (The 128x64 playing area)
1K of program code (actually, it's less than 1K.)
I don't have the time to make a game, but I just felt I had to make a point. If anyone
wants to make a first person perspective game out of this, contact me and I'll send you
the source code.
John Kowalski (Sock Master)
sock@axess.com
http://www.axess.com/twilight/sock/