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- Hi,
-
- > Well, I wasn't exactly on vacation since you may remember that I was in the
- > army. But it's over now. Due to problems in my back, they decided I couldn't
- > stay in the army, which suits me fine!
-
- You don't consider army service a vacation? ;-)
- I did my eleven months some years back and didn't think it was too bad.
- I've never had so much time to spend on whatever I liked to do (reading
- and programming mostly), but I guess i had an unusually pleasant posting.
-
- > So I'm back and I can manage the project if that suits the others.
-
- OK with me.
-
- > Laurent must be on vacation, because I have had absolutely no news from him.
-
- He went away some time ago, but I can't find the relevant email at the moment.
-
- > Don't worry, it will definitely be a free project. Anyway, from a legal point
-
- :-)
-
- > of vue, it couldn't even be otherwise, or we would have to buy the licence
- > from iD software, and it's about US$30000.
-
- Is that really 100% certain? We're after all only writing a program that
- can use their files, which does not _have_ to be illegal, but it could of
- course be.
- I'm aware that we can't call our program DOOM, but we really need some
- kind of name for it. 'A DOOM(TM) compatible game for the Atari Falcon' is
- a bit too long IMO. ;-)
-
- > Yes, and it seems like the BSP tree could fit in the DSP's memory, at least
- > for iD software's levels. Theoretically, they can be larger, but DOOM's level
- > seem to be at most 16Ko. Do you know more about this?
-
- I've examined the data structures to find out what is really needed and how
- much of each type there usually is and there seems to be no problem what so
- ever with the levels from unregistered DOOM. I've not looked at any other
- .WADs, though. The main memory hog seems to be the DVIEW temporary arrays
- if my optimizations don't work.
-
- By the way, I wrote a couple of letters about this that I sent to Laurent
- earlier. Would you like copies?
-
- > 68030. I don't know. We have to try things. I've had some ideas while in the
-
- That we certainly do.
-
- > army to improve the algorithms. I'll discuss it with Laurent and of course
-
- :-)
-
- > tell you about it. I think it's time we did a toy program to test rendering
- > algorithms.
-
- Well, it should be rather easy to extend DVIEW to handle texture mapping.
-
- > Your effort with DVIEW is great. It helps a lot to understand the WADs.
-
- Yes, it's a really nice program. I hope you've fetched the latest version.
-
- > Hope to hear from you soon.
-
- I'm sorry that I didn't reply before now, but you know how it is at work
- sometimes... ;-)
-
- Regards,
- Johan
-
- --
- 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)
-
-