Re: LZ: Wow, Daedalus works!!!


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Re: LZ: Wow, Daedalus works!!!



> Damn, this thing is pretty cool, especially when you consider that it's a
> 3-Dish engine running on a tiny little portable calculator!  Keep up the
> good work, Sam!
> 
> One suggestion for the future you didn't touch on too much in the included
> readme: Allow the designed levels to have their own textures, similar to how
> Chris Busch allows different tilesets in his game engines.  That would be cool.
> 
> I guess the main thing you have to do now is allow sprites.  I hope that
> doesn't inflate the engine TOO much more, but I have a feeling it will add a
> bit.  Well, considering that it's 3-D raycasting in 3908 bytes, I shouldn't
> be too picky on the size :)  
> 
> I hope other people commend Sam for his efforts.  So far all I've seen are
> messages claiming that he didn't send it.
>
one idea I woudl reccommend to sa, which i came up with when i was 
thinking about a wolf style program for the ti-92, would be to not 
bother with textures.. (hark cries of NO! are you a fool??!) but let 
me expalin... teh textures have to be pretty limited now, and let's 
admit it, they don't look that great...
My idea was that the engine ran in grayscale,and rather than scaling a 
line for each line on teh srceen, it simply drew a black pixel at 
wher the line would start, a grey line up to wher the line finishes, 
then another black pixel at teh top.. it's also keep note of which 
wall it was raytracing for, and when the wall changes, it drew a 
solid black line.. this should speed the engine up enough for it to 
go full screen, and i think it'd look better (you could have the 
walls three different colour (white light gray, dark grey) to make it 
a bit less drab....


Rob Taylor MAIL - mailto:rtaylor@ticalc.org 
           WEB  - http://www.u-net.com/~rtaylor/    


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