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<title>zirc/src/level.zig, branch polygon_walls</title>
<subtitle>Zig raycaster fun</subtitle>
<id>https://git.l-3.space/zirc/atom/src/level.zig?h=polygon_walls</id>
<link rel='self' href='https://git.l-3.space/zirc/atom/src/level.zig?h=polygon_walls'/>
<link rel='alternate' type='text/html' href='https://git.l-3.space/zirc/'/>
<updated>2021-12-29T01:10:34Z</updated>
<entry>
<title>Allocgate</title>
<updated>2021-12-29T01:10:34Z</updated>
<author>
<name>tslil clingman</name>
<email></email>
</author>
<published>2021-12-29T01:09:21Z</published>
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<id>urn:sha1:d4842ba8b60c1e631391e120ea85ae65ddc830b0</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Specialise layers to be either lists of vertices or squares</title>
<updated>2021-10-22T21:36:22Z</updated>
<author>
<name>tslil clingman</name>
<email></email>
</author>
<published>2021-10-22T21:21:10Z</published>
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<id>urn:sha1:5cecadb81ccab1a2e6ff264349f5fa73a720db9f</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Texture scaling</title>
<updated>2021-10-17T19:30:14Z</updated>
<author>
<name>tslil clingman</name>
<email></email>
</author>
<published>2021-10-17T19:30:14Z</published>
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<id>urn:sha1:c376543f5b2c9593bee3664b7c1cb67f8802f79c</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Well, there's no reason not to do this ... Multiple polygon layers!</title>
<updated>2021-10-15T21:11:06Z</updated>
<author>
<name>tslil clingman</name>
<email></email>
</author>
<published>2021-10-15T21:11:06Z</published>
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<id>urn:sha1:61856ed5407a227aab35d7b800daad883c265dd9</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Polygonal walls!</title>
<updated>2021-10-14T03:01:36Z</updated>
<author>
<name>tslil clingman</name>
<email></email>
</author>
<published>2021-10-14T03:00:33Z</published>
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<id>urn:sha1:502d41dbd98595b78ca4f80b07a7b91e28163447</id>
<content type='text'>
It was essentially working before, just some indexing bug.
</content>
</entry>
<entry>
<title>It almost works, but for some reason everything only has 3 sides...?</title>
<updated>2021-10-13T02:33:03Z</updated>
<author>
<name>tslil clingman</name>
<email></email>
</author>
<published>2021-10-13T02:33:03Z</published>
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<id>urn:sha1:7fa4ae345c8c8483c0513b21eda7b612315c1a4c</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Untested first mock up of polygon intersection in square</title>
<updated>2021-10-11T01:01:14Z</updated>
<author>
<name>tslil clingman</name>
<email></email>
</author>
<published>2021-10-11T01:01:14Z</published>
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<id>urn:sha1:e014c4a063b05f7e417b4fd593a4f7033b0e4a9f</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Variable height ceilings!</title>
<updated>2021-10-07T15:33:36Z</updated>
<author>
<name>tslil clingman</name>
<email></email>
</author>
<published>2021-10-07T15:25:09Z</published>
<link rel='alternate' type='text/html' href='https://git.l-3.space/zirc/commit/?id=d4f2376bb0ea219b79dac3f4f37b77342ca6ef4a'/>
<id>urn:sha1:d4f2376bb0ea219b79dac3f4f37b77342ca6ef4a</id>
<content type='text'>
Plus bonus graphical artefacts around the edges of such! In the end
the majority of this code was rather easy: take the upwards floor
drawing code and reflect it.

However, there were many edge-cases and plenty of off-by-one pixels
and rounding issues that didn't quite work the same way going down as
they do going up. Also the object drawing code used to take advantage
of the fact that the z-buffer was painted bottom-up only, so that
required change too.
</content>
</entry>
<entry>
<title>Walk bob and collision detection</title>
<updated>2021-09-13T01:40:58Z</updated>
<author>
<name>tslil clingman</name>
<email></email>
</author>
<published>2021-09-13T01:40:58Z</published>
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<id>urn:sha1:d89f038b7a5eb42dd48d729d8808747d5cbc182b</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Added ceilings and pos_z to sprites (they can now be on the ceiling)</title>
<updated>2021-09-10T03:29:10Z</updated>
<author>
<name>tslil clingman</name>
<email></email>
</author>
<published>2021-09-10T03:18:56Z</published>
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