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589: No mention of Id software has been removed. I thought this was
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cleared up last project. I am proud of CAT3D, and I would have a problem
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with the removal of credit to the development team.
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591: The version number is on the intro screen
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592: The new piracy screen is in
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660: The map view is a debugging tool, not a feature.
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682,694,695: The hang is fixed. Whenever a monster had no viable move it
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went into a loop (the trolls were all added at the last minute). Good
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catch.
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697: The graphic screw up was fixed by adding two blocks to the map
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Everything else: The single lines are a result of roundoff error between
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two transformations. When a wall segment disapears it is a result of a
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back trace hitting a side that should by invisable. The objects showing up
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through walls is a result of the z buffer being kept in pixels (a poor
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design decision). Not mentioned by you: The thick bar shown when you look
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almost straight down a long wall is a result of the tangent table maxing out
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in 16 bits, causing the texture mapping to think it can optimize the wall
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drawing. The fish eye view when you turn right next to a wall is a result of
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not having enough compiled scaler routines (memory constraints) to scale
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thinks closer than the view plane. These problems are understood, but the
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corrective measures are not really feasable. I think CAT3D still stands well
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even with these warts. Over the past several days I have developed a ray
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tracing/intersecting 3-D refresh to replace the image based system from
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CAT3D, and it has addressed all of these problems. I would put it in CAT3D
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except for: it uses 286 specific code in a few places, but no big deal
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to replace. It is designed to work with a demand paged graphics caching
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system, still no big deal. I am unsure of its memory requirements,
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potentially a terminal problem. I haven't tested it with scaled sprites
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yet, this would require one or two additional days.
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If gamer's edge ever gets an ok to do a hard drive installable game you will
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probably see the new system.
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John Carmack
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