54 lines
1.9 KiB
Text
54 lines
1.9 KiB
Text
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We are releasing this code for the entertainment of the
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user community. We don't guarentee that anything even
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builds in here. Projects just seem to rot when you leave
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them alone for long periods of time.
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This is all the source we have relating to the original
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PC wolfenstein 3D project. We haven't looked at this
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stuff in years, and I would probably be horribly embarassed
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to dig through my old code, so please don't ask any questions
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about it. The original project was built in borland c++ 3.0.
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I think some minor changes were required for later versions.
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You will need the data from a released version of wolf or spear
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to use the exe built from this code. You can just use a
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shareware version if you are really cheap.
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Some coding comments in retrospect:
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The ray casting refresh architecture is still reasonably
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appropriate for the game. A BSP based texture mapper could
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go faster, but ray casting was a lot simpler to do at the time.
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The dynamically compiled scaling routines are now a Bad Thing.
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On uncached machines (the original target) they are the fastest
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possible way to scale walls, but on modern processors you just
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wind up thrashing the code cash and wrecking performance.
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A simple looping texture mapper would be faster on 486+ machines.
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The whole page manager caching scheme is unecessarily complex.
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Way too many #ifdefs in the code!
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Some project ideas with this code:
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Add new monsters or weapons.
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Add taller walls and vertical motion. This should only be
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done if the texture mapper is rewritten.
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Convert to a 32 bit compiler. This would be a fair amount
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of work, but I would hate to even mess with crusty old 16
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bit code. The code would get a LOT smaller.
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Make a multi-player game that runs on DOOM sersetup / ipxsetup drivers.
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Have fun...
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John Carmack
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Technical Director
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Id Software
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