3 ms·
Note: the development tools (but not assets) are available at the github page: https://github.com/badvision/lawless-legends https://github.com/badvision/lawless
by zellyn 12y ago
Note: the development tools (but not assets) are available at the github page: https://github.com/badvision/lawless-legends https://github.com/badvision/lawless-legends, along with a tutorial on the raycasting code: https://github.com/badvision/lawless-legends/blob/master/Docs/Tutorials/BigBlue/TaleOfBigBlue.md https://github.com/badvision/lawless-legends/blob/master/Doc...
- mmastrac 12y agoInteresting to see this take the same approach as Wolfenstein did: each unique column height had its own dedicated blitting function. This was pretty much the only way to get "real time" on a 286-level PC in the past.
- kazinator 12y agoThis level of 3D was not really done on Apple II's, however. There were wireframe games like Stellar 7 (similar to BattleZone) and flight simulators. Walk-down-the-streets between-buildings type games were 2.5D; no real perspective, 90 degree turns only, from what I remember. These machines run at 1 Mhz, with multiple cycles per instruction, and no cache. Not that it would help, since memory keeps up with the CPU, lock step.
- mmastrac 12y agoYep, IIRC that technique was novel to Wolf3D and before that you'd either have free-walking wireframe or 2.5D like you said. Seeing it backported to the Apple II is really cool.