Oh boy, I'm really paying for that weekend of game development progress. I'm behind on a couple of assignments and will be facing a Sociology midterm tomorrow morning. And a sketchy German lab test too, I'm not mistaken. Anyways, I still only partially regret it. I got tons done on the weekend, and I'm still (mostly) managing to keep my head above water-level on my assignments. After a nice school-oriented weekend this weekend I'm sure things will look prettier all around.
Cast my rays, baby!
Speaking of prettier, the raycaster is on its way to a bright future. There isn't much of a visible difference (screenshot-wise), but I've been hammering the heck out of the rendering and wall-detection code, and the optimizations have really been paying off. My last screenshot showed a hideous FPS of 42, whereas now in such a situation I'm getting over double that.
I also have looking up/down and moving up/down implemented, but I'm not sure if I'll end up using them, since both practically demand I implement somesort of variable-sector-height jazz like Rise of the Triad or DooM.
I'm currently working on textured floors and ceilings, but since they're a little wonky right now, I'll hold back on a broken screenshot. Since fill-rate is a major issue in a raycaster, I may be dropping things down to a resolution of 320x240 in the near future.
You'll be slicing down kobold chieftains before you know it. [smile]