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- Hi again,
-
- > So what's new with you ?
-
- Sorry that I haven't replied to your last email yet. I didn't have
- the time for that today, but I'll do it tomorrow (later today ;-).
-
- > As I said to eric, a c coder that works with us, we should try to start
- > with a .WAD viewer, coz it would help us when we code the game, and
- > because it 'll show us where the most important difficultes are .
-
- I got dview running pretty well tonight, so at least we have a (very simple)
- 3D map viewer. It's not fast by any means, but it's more than one picture
- per second in non-textured 320x200...
- Even if we don't add any texturing, we must do more than DVIEW does, since
- it's _very_ hard to see what's going on when only five or so colours are
- used.
-
- You really should look at the sources to dview. If we don't do anything
- _very_ unlike the DOOM engine (such as not using the BSP tree), this
- is more or less what's needed at the bottom of our code.
- All the drawing stuff is in the 'VIEW.CPP' and 'VIEW_UT.CPP' files IIRC.
-
- > What do you think about it ?
-
- Yes, IMO we should write:
-
- - 3D map viewer, DVIEW is sufficient but could be faster...
- - 2D map viewer, should be simple since DVIEW extracts all map related stuff
- - Texture map viewer (including monsters and objects)
- - Sound player
- - Music player
-
- Did I forget anything?
-
- Regards,
- Johan
-
- PS I'll put my version of DVIEW on my www/ftp site (see below) tomorrow.
-
- --
- Chalmers University | Why are these | e-mail: d8klojo@dtek.chalmers.se
- of Technology | .signatures | rand@cd.chalmers.se
- | so hard to do | www/ftp: rand.thn.htu.se
- Gothenburg, Sweden | well? | (MGIFv5 and QLem)
-
-