![]() High level summary of a frame rendition : In that case the engine uses raytracing with optimized floating-point ASM routines to find walls boundaries. There is an exception when sloped floors/ceiling are detected in a sector. ![]() Vertices are projected first in player space and then a column/distance from POV are generated. Sector 1 last wall > 13| Point=, nextsector = -1Ī misconception about Build is that it is a raycaster. Sector 1 first wall > 6| Point=, nextsector = -1ĩ| Point=, nextsector = 2 //Portal from Sector 1 to Sector 2ġ1| Point=, nextsector = 0 //Portal from Sector 1 to Sector 0 | // Wall in sector 0ģ| startWall: 18 numWalls: 3 3| Point=, nextsector = 1 // Portal from sector 0 to Sector 1Ĥ| startWall: 21 numWalls: 8. | // Wall in sector 0Ģ| startWall: 14 numWalls: 4. ![]() Sectors (5 entries): Walls (29 entries) :Ġ| startWall: 0 numWalls: 6 0| Point=, nextsector = -1 // Wall in sector 0ġ| startWall: 6 numWalls: 8. The resulting world database of Build is ridiculously simple: One array for sectors and one array for walls. ![]() In this map, the game designer drew 5 sectors (left) and connected them together by marking walls as portal (right). ![]()
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March 2023
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