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- Hi, everbody!
-
- Magnus Kollberg wrote:
- > Do you (Fabrice) have all the information availble on how Doom 'works'?
- > If not, it could be a good idea to mail the documentation that is available.
- > I don't know what is best, but you should atleast have the 'Unofficial DOOM
- > Specs'.
- >
- > Do you have it?
-
- No, I don't.
- Perhaps someone could mail it to me. Or may be this documentation is available
- on a FTP-server... Could it be in french... (I'm dreaming...)
-
- I think I'll first work on wall collision. This part will be used for the
- player's motion AND the monsters's motion... I think this is an important
- part for the AI (I mean monters can't go through walls, so they need to
- have informations on walls in order to move).
- But I _need_ informations about DOOM's walls, and how DOOM 'works'.
- I've seen while playing on a PC that some walls can been crossed even if there
- is a texture on them... There are walls which texture is visible depending which
- side do you look at (see DOOM1.WAD, e1m1).
-
- An other part.
- In DOOM I & II, the player has sometime to jump. I don't know what sort of
- trajectory did ID Software:
-
-
- ************* ID Software trajectory ???
- ----------+ # ***** / time
- | # *** / +--------->
- | # ** |----
- | # ********* | ---
- | # +---------------- | \
- | # BM's traj | | \
- | # / | z V |
- | # |
- | ########### |
- +--------------+ P(t) = P0 + V0*t + 0.5*G*t*t
-
- with: P: position matrix P=(x;y;z)
- P0: position just before jumping P0=(x0;y0;z0)
- V0: motion just before jumping V0=(vx0;vy0;vz0)
- G: gravity G=(0;0;9.81)
-
- As you see, wall collision must be on verticals walls, but also on horizontals
- (falling motion).
- There must be a maximal height that the player can go through, without beeing
- stopped (for example, stairs).
- I really need informations...
-
-
-