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authortslil clingman <>2021-09-05 18:03:56 -0400
committertslil clingman <>2021-09-05 19:36:00 -0400
commit1c4874c9f2855ee776bf8d5c35aef3d245c0519d (patch)
tree7478157a9a0841542eb01bd3c5937f07ad39e687 /README.md
parentb1086c978996e522f133b4c6bdc59c95016eec0a (diff)
I don't understand this, but it works ...
For whatever reason, we /can/ compensate for the TERRIBLE linear interpolation hacks on direction (and so distance) computations for the walls and floors. We do this by scaling the otherwise exact and correct computations for the perp_distance and centre of an object by the magic number FOV_SCALE = 2 * tan(FOV / 2) Why? Who knows. This is a little frustrating, because it means i don't understand some part of the rendering process.
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