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2021-09-05Sprite rendering skeleton!tslil clingman
Except that i'm not satisfied. It would appear that we're computing various distances more-or-less exactly in the sprite rendering process, but this is at odds with the walls and floors which -- by virtue of the linear interpolation garbage -- don't agree about where things are. The net result is that there are at least two fudge factors: - to account to for the incorrect height of the floors i shift the sprites up by 0.2 - to account for the incorrect wall distances i add 1 to the z_buffer comparison These fudges are ugly and empirical. Still to do: for more than one object we have to sort by distance first!
2021-09-04Working on floor casting, but it's not quite righttslil clingman
The way floors are currently rendered the textures will always appear ``under'' the walls. This is not intended for shorter walls, the floor should be atop them. I might be able to fix this by switching to vertical scan-line rendering of floors -- although i understand that that is less efficient -- and doing this at the same time as wall rendering.
2021-09-01Scale the projection plane to the screen correctlytslil clingman
Also bumped up the textures to 32x32
2021-09-01Variable height walls!tslil clingman
2021-09-01Licensing stufftslil clingman
2021-09-01Inittslil clingman