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-
- > Hi Doug,
-
- Hi Laurent!
-
- > Yes, I'm back for 2 months here, and I've finished my exams,
- > so now, I can continue to code. :-)
-
- Heh heh - I've been programming like a basket case since you were
- gone, so you can take the lead for a bit while I get some sleep.
-
- :)
-
- > I want to finish my map code first, and then, I'll see.
-
- Ok.
-
- > As I didn't have the recent sources, I couldn't code a lot, as so
- > many things changed. Now, I can resynchronise my work with yours.
-
- Well, I didn't want to release the sources until most of the DSP
- stuff was finished. It would be really hard with people adding things
- to bits of code which I was rearranging practically every night... :/
-
- > I had implemented a faster map. But I 'll probably have to recode
- > parts of it now ... I've also started the zooming map, and I'll try
- > to put the follow off mode, and the monsters positions, and the
- > possibility for a player to put some marks on the map.( like in
- > Doom ).
-
- Sounds really nice!
-
- > I haven't seen the new versions actually. I'll look at them tonight.
-
- Fine. I've been optimising some of the rendering & DSP code tonight, so
- a new, slightly faster binary will be available soon.
-
- > I'll send you my first try for wall detection tomorrow if you
- > want it.
-
- Ok, but I will probably not be able to do anything with it just yet -
- the stuff handling which room / sector the player is in needs fixed
- among other things. It's one of the few parts that haven't changed
- since the original 'c' stuff you sent me ages ago. That is what's
- behind that strange bug where the player sometimes 'jumps' in the
- air for no reason, or 'falls' down invisible holes.
-
- > It gets the lines to test quite well,
- > There's just to finish the distance test, and the slide test.
-
- The maths for the wall intersection tests are a bit nasty - I spent
- a few hours looking at it about a month back and it doesn't look fun
- at all. Sliding along the walls is the worst part...
-
- I was basing my calulations on the player being a cylinder rather than
- a box, which made matters worse, but it appears Doom is not that hot and
- a box was good enough for ID!
-
- > Bye for now, I'm going to eat.
-
- And I'm off to do some work...
-
- > PS : Your work is really fantastic !!! :-)))))))))))))
-
- Thanks!
-
- However, we still have a long way to go! The graphics cache will be next...
-
- :)
-
- Doug.
-
-