Creating an FPS like Wolfenstein
In previous post I ment everything was 2D
who is it that keeps on nicking WizHarD name !! :P
Check the link I posted above, that show how it works and that the level is a 2D array indeed.
quote: Original post by Carrot
Wolf3D uses neither raycasting or raytracing as both would be totally unrealistic solutions to a realtime game (especially when you consider the machines it was intended to run on).
Once each vertex for a particular polygon has been transformed to screen coords, the particular texture is just stretched into the four screen coords (for a quad).
This is achieved by mapping each pixel inside this screen area to the texture (rasterisation phase in software).
But its true that there is no point in you writing the rasteriser as you can just use D3D/OGL which does all this for you.
Um, what? Sure you''re not getting confused with Wolfenstein 2 (RtCW)?
Wolfenstein 1 (affectionatly known as ''Wolfie'') doesn''t touch vertices at all... it even goes so far as to use ASM to do its strip-rendering...
Superpig
- saving pigs from untimely fates
- sleeps in a ham-mock at www.thebinaryrefinery.cjb.net
Richard "Superpig" Fine - saving pigs from untimely fates - Microsoft DirectX MVP 2006/2007/2008/2009
"Shaders are not meant to do everything. Of course you can try to use it for everything, but it's like playing football using cabbage." - MickeyMouse
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