home *** CD-ROM | disk | FTP | other *** search
- ' Raycasting docs
- '
- ' Here's some documentation on how the engine is written-constructed
- ' to help you along and not spend forever trying to figure it out.
- ' Anything that's not documented from Rems and comments from within
- ' the code is in here (or should be). You can load this directly into
- ' AMOS if you want, to save you the trouble from flipping screens.
- '
- ' __ __ \
- ' |__|__| > 64 across \ _ _ _ _ _ _ _ _
- ' |__| Look at \1|2|3|4|5|6|7|8.. ->
- ' diagram /_|_|_|_|_|_|_|_.. ->
- ' \/ 64 down at left /|_|_|_|_|_|_|_|_.. ->
- ' /
- '
- ' The entire map is 64 squares by 64 sqaures (64x64.)
- ' 64 squares across, 64 squares down, for a total of 4096.
- '
- ' ________
- ' | 64 <-> | Each map square is 64 units across
- ' | | and 64 units down, for a total of
- ' | /\ | 4096 units inside each square apiece.
- ' | 64 \/ |
- ' |________| <- Individual map square
- '
- '
- ' | 270 This is the way the angles are set up.
- ' 180 --+-- 0 0 is East (right), 90 is South (down),
- ' 90 | 180 is West (left), and 270 is North (up).
- '
- '
- ' This should about do it. I think I've covered everything you need
- ' to know to get started. As I said, everything else is within the
- ' code, so, everyone, help yourself, and thanks again for the help.
- '
- ' Adam Parrott, work: parrottsoft@usa.net, personal: parrotta@usa.net