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- > > If somebody can find a useful description of the formulae and approach
- > > employed by Doom to deal with this problem, then I will be happy to replace
-
- I'd be very surprised if it was possible to (legally) get any information
- on how DOOM deals with things from a technical point of view.
- Id Software, very likely, have released all information they're going to.
-
- > > my code with a DSP version of those routines. Until then I'm hanging onto
- > > the source.
-
- Just let the rest of us programmers know what, exactly, it is you want
- code for and it'll be written.
- The whole point of this project is to have a _team_ creating this thing.
- If you have some code you don't want to use, then release the rest of it
- and tell us what's missing.
-
- Doug mentions in his letter that I've held back sources myself, which is
- partly true (the assembly chunky to planar routine), but then I, naturally,
- supplied other code that did the same thing.
- The difference is that my sources are always available for use in other
- FreeWare (or similar) programs, which is an important distinction.
-
- I even asked Doug once if he wanted the code for his free APEX viewers, but
- he declined, preferring his own DSP code instead. In his place, I would of
- course have done the same, since for me it's the programming that's the
- main point, not the end result.
-
- > Okey. We have got two options.
- >
- > 1) We go along with Doug's whishes (not good, but it makes sense) and
-
- It only makes sense if we regard this as a project to create a game as
- quickly as possible. I do not at all agree with that view.
-
- As a programmer, my first interest is the development of the engine. If
- something playable comes out of it thats very nice, but not the main point.
-
- > use his black box that will probably be faster than using the
- > "correct" method.
-
- But unfortunately, we would not be able to test that, lacking the sources.
-
- > 2) Maybe we can use parts from the french doom clone and let Doug do
-
- Did those people get on the list?
- Anyone know anything more about what they have to say?
-
- > an DSP version of that (it looks like it uses the "correct" method).
-
- I must say I still haven't understood what it is Doug's referring to.
- At first I thought he ment the perspective correction needed to make
- textures look right at a distance as for the walls and floor/ceiling in the
- following 'room':
-
- \ /
- \ /
- \ /
- \-------/
- | |
- /-------\
- / \
- / \
-
- but the maths for that are pretty simple and optimisations to it have been
- discussed to death on rec.games.programmer and elsewhere.
-
- If that's not it, I have no idea what he's talking about.
- If that _is_ indeed the problem, we have just proved that a team effort is
- much preferable to someone working alone. ;-)
-
- (By the way, if I understood you correctly on the phone Magnus, that's
- probably what those square roots were for.)
-
- > will lose a lot of time (time isn't the problem here) but we will
- > have an version with sourcecode.
-
- Exactly my view!
-
- > As Johan said in another letter maybe we realy should discuss the legal
- > status of Bad Mood. One option is to include the source for those parts
- > there the author say it's okey and leave out some black boxes if he
- > doesn't want to release it. Not good, but better than nothing.
-
- IM(NS)HO it's _not_ better than nothing.
-
- --
- 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)
-
-