Mail Archives: djgpp/1997/03/28/22:46:22
In article <333b1fcd DOT 3971378 AT news DOT cis DOT yale DOT edu>, quacci AT vera DOT com (jon) wrote:
>I thank the guy who wrote Jlib for porting this. It is a very
>interesting engine. Nevertheless, I am having a hard time
>understanding it- I don't understand the basics of this sort of
>rendering, "heightfield rendering." For example, what does the
>sine/cosine table do, and how is it implemented in the drawing? I have
>a hard time even figuring out how he is doing the actual line drawing.
>I mean, I have the code, but I just can't seem to follow it out to the
>big picture of what makes this engine tick. But it is a remarkable
>engine, for something so small. Any clues, anyone?
>
>Please post in this thread.
Yes, it is a really impressive engine for it's size. To be honest I
haven't really delved too far into that code, although it does the best
job of visualizing what I would like to accomplish. I'm looking for a way to
combine the both this engine (voxel/heightfield) and BSP-trees into a single
engine. It would be really neat if you could walk up to that Aztec ruin and
then walk into a quake type world. Battle around a little bit and then lure
the battle to the outside. Anyone have any thoughts on this?
PV
______________________________________________________________________________
Paul Peavyhouse
http://www.cs.montana.edu/~pv
email: pv AT cs DOT montana DOT edu
______________________________________________________________________________
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