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- At 08:52 AM 7/29/96 +0200, Magnus Kollberg wrote:
-
-
- >The last part should Anthony be able to take care of.
-
- Yep.
-
-
- >we are now taking more time working on the AI. we haves pages and pages od
- ideas,
-
- Great. :)
-
- >and algos, but now we need to see more clearly how the AIengine will work
- with
- >the 3d engine. so here come a few questions:
- >
- >- first, let's see the AI engine as a black box. what we need IN is the player
- >x,y,direction. as seen in the sources they're always available right? then
- what
-
- yep, as I understand it.
-
- >we plan to give OUT is this: a linked list, containing the main informations
- >that will allow to draw sprites. more clearly, if the things are to be treated
- >like walls, as said before in this list, we will give a list that will
- enable to
- >create these walls. but, we had a problem: should we take care ourself of tha
- >fact that a thing is seen or not seen. or, like we thought it sould be, just
- >give the active things, and let the 3d engine sort them out, as it already
- does
- >it will the other 3d objects. ?? so ?
-
- I'm fairly sure that the 3d engine will do all the viewing stuff - thats the
- reason
- why its being combined with the 3d engine rather than having a second sprite
- display routine.
-
- >then, the sprite routin, - btw, who's doing it? - will receive x,y,direction,
- >and build a correct wall with the good sprite on it, and put it on screen. ok?
-
- Doug?
-
- >- next, we will need those pieces of code to be taken care of by someone:
- >a x1,y1 sees x2,y2 function.
-
- Yes... how LOS is calculated, anyone? [I guess Doug knows... :)] I know *a* way,
- but it'd be bloody slow...
-
- >a fucntion that will give the sector number corresponding to a x,y position.
-
- I think there is one of these already in the BM source, although the accuracy
- is a bit duff, IIRC. (This is how the player height is calculated, ISTR, and
- the accuracy problem is what causes the display to jump up/down sometimes)
-
- >and we really like to know more about the collide test, since we will have to
- >use it.
- >
- >let's stop here for today. a request thought. isn't there anyone close
- enough to
- >the bm code , in france, that could help us via snail-mail or phone. it
- would be
- >much easier for us.
-
- Fabrice?
-
- >ohh, i forgot: ' we need to get in touch with someone familiar with editing
- >wad levels. especially the THING part.' et voila. bye.
-
- Do you want to know anything in particular - I've made a number of levels, and
- my brother is currently building a 9 level Doom2 PWAD [on level 7, I think. Some
- replacement wall textures - NICE architecture, shame its slow on a 486...]
-
- Anthony
- -------------------------------------+------------------------------
- Anthony Jacques | STOS Falcon Extension v1.2a
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- mailto:jacquesa@cs.man.ac.uk | available from WWW pages
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