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- > > The easy things are perhaps not much different, but those could be thrown
- > > together rather quickly from scratch as well. The difficult things are
- > > simply not there in Wolf3D.
- >
- > If it's that 'easy' why havn't we got anything yet? The project has
-
- I didn't say it was easy. I said that the difficult parts are not in Wolf3D
- and therefore we wouldn't be very much helped by that code.
- See Doug's letter for a more technical discussion.
-
- > been going in a year now, maybe even longer. I'm not complaining,
-
- In a couple of weeks I expect to find some time for BAD MOOD programming
- again. It's been about a year since I last did anything, so it's about time.
-
- How about sending me that GEM DEU code, Anthony?
-
- Also, is the wall collision code going anywhere?
- It shouldn't really be very hard to get it to _work_, but to do it quickly
- is quite another matter. As Doug mentioned, something similar will be
- needed for line of sight checks as well.
-
- > > I also wonder whether it would be OK to use the routines in Wolf3D.
- >
- > Well, we don't have to use them, just look at them to get some ideas
- > and then improve them.
-
- As I outlined earlier, the code is so simple that the people who're working
- on our AI probably figured it all out in a day or two.
-
- > Theh good thing is that it looks like Wolf3D will soon be ready and then
- > I could play that for a while. :-)
-
- I wonder if the person who ported that has deciphered the license correctly.
- If not, he could get into a lot of trouble.
-
- --
- Chalmers University | Why are these | e-mail: rand@cd.chalmers.se
- of Technology | .signatures | johan@rand.thn.htu.se
- | so hard to do | WWW/ftp: rand.thn.htu.se
- Gothenburg, Sweden | well? | (MGIFv5, QLem, BAD MOOD)
-
-