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- > Phu.... Okey. I have just received a demo of the new texture
- > mapped version from Doug but I'm having some troubles with it.
-
- There is something wrong with the last two lines in the uuencoded file.
- I spent more than half an hour trying to figure out what, to no avail.
-
- > This archive does not include any source, just executables and is far
- > from ready. Anyways it's faster in 320x200 then DEE was in 80x50. :-)))
-
- :-)
- We still have the AI to add for single player gaming of course, but at
- least death matches without monsters will look really nice.
-
- > The complexity of the DSP module has now broken broken all previous
- > boundaries in nastiness since the heapload of maths has been added for the
- ...
- > leave it open for modification. From now on, the DSP proccessing unit of this
- > project becomes a 'black box'. Some may find this irritating, but I warn
-
- While I have no problem with the sources being badly (or not at all)
- commented (I do the same myself far too often), not having the them
- available in _any_ form is of course totally unacceptable.
-
- > those same people that 60k of uncommented, straight DSP logic & math formulae
- > is very BAD NEWS.
-
- That may be, but having only one person in the world capable of improving/
- extending the code or fixing bugs is a _lot_ worse.
- Apart from that, it goes against the whole original idea of the project:
- to create something that could be worked on by anyone, anywhere, at any time.
-
- Comments can be added over time by people who examine the code.
- Doing it to the original sources will be a lot easier than trying to
- do the same with a straight disassembly, which _will_ be supplied if the
- sources are not.
-
- > > The NodeInCone function is now on the DSP.
- > > A new DSP function has been employed to defrag the floor runs.
- > > Rotational, perspected mapping function for floors & ceilings.
- > > Distance shading for floors & ceilings.
- > > Perspected mapping function for walls.
-
- This sounds great! :-)
-
- --
- Chalmers University | Why are these | e-mail: rand@cd.chalmers.se
- of Technology | .signatures | johan@rand.thn.htu.se
- | so hard to do | WWW/ftp: rand.thn.htu.se
- Gothenburg, Sweden | well? | (MGIFv5, QLem, BAD MOOD)
-
-