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todo.md

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math improvements

  • large maps seem to completely break the fixed point math (due to integer overflow most likely, hopefully we can get away with 16-bit floating point when we have to do multiplications)

Subpixel accurate rasterization

  • convert whole pipeline to fixed point
    • span buffer
    • wall interpolation

Optimize perforamnce

  • drawing two pixels at a time?
  • optimizing span buffering and vertex/3d math in assembly?

texturing

  • needs subpixel accurate rasterization
  • slow accurate texturing is easy
  • fast, inaccurate texturing is easy
  • fast and accurate texturing. how?
  • ideas: for light levels, use pre-lit textures?

improvements

  • add yaw/looking up and down (one extra multiply per vertex)
  • add left-right scrolling to skybox (it's currently fixed in place)
  • add sprite objects
  • add an automap
  • make gameplay speed framerate independent?