BoRRel
quote:How big was your team then?
Myself (coding/design and sound effects!!)
Shaun Gadalla Art and track design.
Mark Klem (Music)
We also purchased Jim Dose''s Sound Engine.The whole game took just under a year. Very intense :-)
Arnero
quote:
Wacky Wheels
did not use surface caching,
but instead first looked uo the tile in the map an then the color in the tile for every pixel when rendering.
Correct there was no surface caching. We could though in theory have used sectors like Doom did. This would have helped on cache misses but because the track needed to be very detailed we traded this. Unrolling the rendering loop helped out quite a bit. Plus I figured the trick of writing everything out in vertical strips because of the mode-x plane switching. In fact I had not even read Abrash had done this. Amazing what a simple mindshift can do sometimes.
dmiles96
quote:
There is a significant portion of my life (and my friends lives) that I spent with that game
Thanks It is so satisfying writing a game that other people enjoy. That is what makes writing games so rewarding. Writing them can be so dammed frustrating though!!!
merlin9x9
quote:
I imagine that line segments have the potential to
give much greater accuracy than tiles (unless, of course,you have one tile per pixel in the terrain image)
This is a typical case of temporary code that stayed in the final release Each collision tile was an exact replica of the ground tile. So we made a collision with the ground tile then dug deeper within it for surface info. So we had in effect true pixel collision. No matter how complicated the surface curve was we had an exact hit.
This was a bit over the top
For performance reasons I was worried about doing a lot of point
in poly and line intersection tests. So I traded memory for the
problem. But in hindsight I would go with line segments /polygons right now for all the reasons you pointed out,so yes you are correct to assert :-)
I think the lesson is that we can always make the code better.
When I look back at the Wacky code I know there are several
areas that could be vastly improved. I think John Carmack
said that Wolfenstein would have been better with a BSP
tree.
Cheers
Andy