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Old 08-19-2016, 07:15 AM
Gunderak Gunderak is offline
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Managed to implement the way the floors are done in Doom etc but since I can't access the image buffer it's wayyyyyy too slow to actually render a 1x1 pixel graphic for the floor and ceiling data, so for now just using a solid image.


Here is my floor logic if anyone has any ideas on how to make it not laggy, maybe I'm doing it a dumb way, not sure:

PHP Code:
    temp.floorxwall 0;
    
temp.floorywall 0;
    if(
temp.side == && temp.raydirx 0){
      
temp.floorxwall temp.mapx;
      
temp.floorywall temp.mapy temp.wallx;
    }else if(
temp.side == && temp.raydirx 0){
      
temp.floorxwall temp.mapx 1;
      
temp.floorywall temp.mapy temp.wallx;
    }else if(
temp.side == && temp.raydiry 0){
      
temp.floorxwall temp.mapx temp.wallx;
      
temp.floorywall temp.mapy;
    }else{
      
temp.floorxwall temp.mapx temp.wallx;
      
temp.floorywall temp.mapy 1;
    }
    
temp.distwall temp.perpwalldist;
    
temp.distplayer 0;
    if(
temp.drawend 0){
      
temp.drawend this.h;
    }
    for(
temp.temp.drawendtemp.this.htemp.++){
      
temp.currentdist this.h/(temp.this.h);
      
temp.weight = (temp.currentdist)/(temp.distwall);
      
temp.currentfloorx temp.weight*temp.floorxwall + (temp.weight) * this.posx;
      
temp.currentfloory temp.weight*temp.floorywall + (temp.weight) * this.posy;
      
temp.floortexx int(temp.currentfloorx*this.texturewidth)%this.texturewidth;
      
temp.floortexy int(temp.currentfloory*this.texturewidth)%this.texturewidth;
      
Gunderak_3D.drawimagestretched(temp.xtemp.y11"wolftextures.png"temp.floortexx+(64*6), temp.floortexy11);
    } 

I mean, it works, but like 0.00005 FPS lol.
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Last edited by Gunderak; 08-19-2016 at 10:35 AM..
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