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- R> Hello you all,
-
- Hi,
-
- > not the tridi world ) but with the floor textures ( as it is done
- > in Duke Nuken ), with the rotations, zooms, ...
-
- This would be cool indeed.
-
- > I'd like to include the possibility to put markers on the map to
- > help you to remember some places. And many other stuffs ( any
- > suggestion ? ). Also the possibility to see where the monsters are,
- > witch walls you haven't seen already, ...
-
- Do it!
-
- > Another point :
- >
- > Yes, it would be great to see the monsters, weapons, ... but that's
- > not that important actually, as all the code can be done without it.
- > I mean that you only need to know the position of a monster to develop
- > collisions tests. And if you really need to see it, just put a pixel
- > on the game where the monster should be. Like this, you can move it at
- > the end of the display engine, see where it is, and don't take care
- > of the BSP tree. After that, when the rout is finished or not, Doug
- > could developp the monster display. But we would be able to see
- > where the monsters are supposed to be displayed. You can also put
- > a colored pixel for switches, weapons, static stuffs, ...
-
- Sounds like a good idea for now as it's just for testing. You could
- make the monsters as lines. One pixel might be hard to see you know.
-
- > Or I think about another possibility : I had coded a Doom sprites
- > displayer in a very old version. Perharps some of you remind it.
-
- Yeah, it was a master piece. :-)
-
- > You could also use this code to display the sprites after the walls.
- > Of course, sprites would not be cached by walls, but after all, it's
- > just for the beta testing version, not the finished one. And everybody
- > would appreciate it I think. It will probably slows things down, because
- > this routine was not optimised at all, but who cares ?
-
- Even better than putting a pixel/line.
-
- //Magnus Kollberg
-
-