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- I won't come tomorrow, because the train's drivers are on strike :-)
- I'll try to optimise bad mood as much as I can. I'll try to send you
- a version of bad mood wednesday. :-)
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- Who are the new participants ? Coders, do they code in assembler or in C ?
- What are they doing ?
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- For the conversion, I know lot's of parts of the code that I can improve,
- we'll see at the end how far I can improve this ...
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- I'm starting to look at the code that'll go into the DSP ( probably the
- BSP tree, I'm studying this...). If we could put it into the DSP, it would
- improve the code a lot, because of the big number of muls and divs.
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- For the algorithm question, I just thought of something, perharps stupid,
- perharps not :-)
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- If we've got the map of the level in memory ( I mean like it appears in doom
- when we look at the map), and each time, we correct our position on that map,
- we just need to test the color of the pixel where we want to go. If not black,
- there's a wall. I don't know if the precision on map will be great enough to
- let us do like that. But that would improve the speed a lot, coz there would
- be just one color test instead of a line crossing calculation with divs and
- muls.
- For the slidding, if we wanted to go to the pixel up and left, and it is a wall,
- we can test the pixel up, and if it is not a wall, we go there.
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- That may be interesting to look at the map of the level in 2D linear.
- First, we know where we are, and second, it can help us for the code (Perharps
- not at all :-). It doesn't need to appear like in alien versus predator when
- we play, just a 2D map like the one in Doom. We'll see after for better maps.
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- If I'm totally wrong, just tell me. :-)
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- What about the square technic described by Bertrand ? What can we use it for ?
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- Laurent
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