Walls part 3

Published April 22, 2006
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Well I've fixed most of the wall texturing problems. Some of the doors are upside down, not too sure what's going on there. I'm still only rendering the right side of the linedefs though as I'm unsure what to do with the left. Adding two walls at the same spot is just asking for some z fighting.

Anyway things sure look a lot better than last night:

Doom 1, map 1


Doom 2, map 6 "The Crusher"
Previous Entry Walls part deux
Next Entry Floors equals :(
0 likes 7 comments

Comments

HopeDagger
Wonderful! [smile]

Have you figured out how you're going to render the numerous convex floors that Doom sports? I know that this one gave me a lot of trouble in the past when I tried to tesselate these to no avail. :-/
April 22, 2006 05:07 PM
Scet
Wow that was fast [smile]

Quote:
Have you figured out how you're going to render the numerous convex floors that Doom sports? I know that this one gave me a lot of trouble in the past when I tried to tesselate these to no avail. :-/


I gave up on them a few days ago(as my journal entries indicate) and started on walls. Of course I expected walls to take a while, but they are quite simple and I'll have to go back to working on floors soon.

I've looked through the DOOM source trying to find how it does it, but the thing's a mess. I also downloaded a few source ports, but they all appear to be simple re-compiles with a different graphics / sound library and didn't provide much help. :(
April 22, 2006 05:21 PM
Rob Loach
Very nice, when's the flooring coming in? [wink]
April 22, 2006 07:17 PM
HopeDagger
Quote:I've looked through the DOOM source trying to find how it does it, but the thing's a mess.


I'd check out some of the DOOM ports that use OpenGL or Direct3D -- they've clearly figured out some method for doing this.
April 22, 2006 07:37 PM
Scet
Quote:
Very nice, when's the flooring coming in?


It'll be in when it gets done, just like eveything else.

I found some code that I think is to figure out the segs angles, I'll give floors another go tomorrow.
April 22, 2006 11:18 PM
benryves
Software DOOM ports will probably use a flood-fill style algorithm, that doesn't really work for real 3D [sad]

All the 3D hardware accelerated DOOM ports I've come across use glBSP, which is cheating [wink]

With regards to upside-down doors/walls, I had a similar issue, (though more obvious with backface culling) resolved by sorting the floor/ceiling so that the floor is always below the ceiling.
April 24, 2006 05:52 AM
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