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I think the writer of the client program should write their own collision detection routines, the reason being some games might want custom routines (walk through walls, physics, etc.)
I dont think DN3D was a raycaster.
I could always render the floor at a very low resolution, or cheat and use an image.
If bwang implements walls at variable altitudes, we can start building doors, corridors, bridges, rooms and so make the virtual world looks like in DN3D.