[A83] Re: How to create a segment "_seg"
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[A83] Re: How to create a segment "_seg"
But where did you get the source code of Wolfenstein??
>Hahaha.
>
>I did a quick Google search, and surprisingly enough, I didn't find any
>projects that had already ported it to another platform.
>
>Have you taken a serious look at that code? It is in no way shape or form
>portable. It's a 16-bit DOS program, and a lot of it is written in
>assembly. It is very outdated. Did you read Carmack's notes on the
>release? Those were written back in the DOOM days, but he essentially says
>a BSP based texture mapper would be much more efficient on 486's. On any
>modern machine, it would be very easy to get a fully playable Wolfenstein
>engine going, even with a very naive approach.
>
>My suggestion is to use SDL (www.libsdl.org) and start from scratch with
>the
>game engine. Get a working engine that runs the original data files, and
>work on adding gameplay later. Porting that code will be an unproductive
>nightmare. Whether you want to go with OpenGL, stick with 2D and do a
>raycaster, or do texture mapping by hand is up to you. There are a huge
>number of sites and books on how to do raycasting, so writing one for SDL
>would be pretty easy. If I sat down to do it, I could probably write a
>working one a few hours.
>
>Another advantage to redoing it yourself is that it will be your code, and
>you can license it however you like. If you work off of the old code base
>(that is nearly ten years old), then you will be stuck with their license.
>
> > Well, you see, I am trying to make a port of Wolfenstein to a windows
>95+
> > platform, and Ihad never seen segment before. So, what are you saying I
> > should do to get around this problem, delete all segment refrences, or
>is
> > there some code changes that I need to make?
>
>
>
>
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