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