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<title>zirc/src, branch main</title>
<subtitle>Zig raycaster fun</subtitle>
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<updated>2021-10-12T16:07:01Z</updated>
<entry>
<title>More texture bugs, hoorah</title>
<updated>2021-10-12T16:07:01Z</updated>
<author>
<name>tslil clingman</name>
<email></email>
</author>
<published>2021-10-12T15:57:23Z</published>
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<content type='text'>
Might as well also compute texel_y directly like texel_x for objects
and skip a multiplication in favour of addition
</content>
</entry>
<entry>
<title>No need to recalculate the index inside each loop</title>
<updated>2021-10-12T15:35:17Z</updated>
<author>
<name>tslil clingman</name>
<email></email>
</author>
<published>2021-10-12T15:35:17Z</published>
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<content type='text'>
Here's hoping Zig is smart enough (TM) to constant-ify all of these
@floatToInt(type, PlaneXXX) values.
</content>
</entry>
<entry>
<title>Fix many texture bugs, access memory in increasing order everywhere</title>
<updated>2021-10-12T02:56:39Z</updated>
<author>
<name>tslil clingman</name>
<email></email>
</author>
<published>2021-10-12T01:55:39Z</published>
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<id>urn:sha1:b21e399bd09577d2eef78d81c0db642ba4c390b7</id>
<content type='text'>
- switch z_buffer to use screen space coordinates (why does y increase
  downward!)
- extract pointless (re)calculations from inside hot loops, in
  particular from object drawing but also to the extent allowed by
  applicable law from floor and ceiling drawing
</content>
</entry>
<entry>
<title>Refactor: extract rendering code from Player struct into Renderer</title>
<updated>2021-10-10T20:00:55Z</updated>
<author>
<name>tslil clingman</name>
<email></email>
</author>
<published>2021-10-10T19:31:36Z</published>
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<content type='text'>
Some bonus off by ones and rounding corrections
</content>
</entry>
<entry>
<title>Off by ones!</title>
<updated>2021-10-10T16:58:17Z</updated>
<author>
<name>tslil clingman</name>
<email></email>
</author>
<published>2021-10-10T16:58:17Z</published>
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</content>
</entry>
<entry>
<title>Fixed some artefacts for walls with both lower and upper parts</title>
<updated>2021-10-09T01:38:41Z</updated>
<author>
<name>tslil clingman</name>
<email></email>
</author>
<published>2021-10-09T01:38:41Z</published>
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<content type='text'>
I can't quite explain it, but something about the way floating point
numbers round meant that we weren't calculating consistent
distances (in pixels) for the length of the strip between the top of
the floor and the bottom of the ceiling in cells which had both.
</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>
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<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>Better description</title>
<updated>2021-09-30T01:35:09Z</updated>
<author>
<name>tslil clingman</name>
<email></email>
</author>
<published>2021-09-30T01:23:52Z</published>
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</entry>
<entry>
<title>remap controls</title>
<updated>2021-09-27T01:32:03Z</updated>
<author>
<name>tslil clingman</name>
<email></email>
</author>
<published>2021-09-27T01:30:04Z</published>
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</entry>
<entry>
<title>Of course i didn't need i32 ...</title>
<updated>2021-09-26T16:10:44Z</updated>
<author>
<name>tslil clingman</name>
<email></email>
</author>
<published>2021-09-26T16:10:44Z</published>
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