Java doom game tutorial
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GRAY ;. In the move method we have the key algorithm of the game. To understand it, look at how the snake is moving. We control the head of the snake.
We can change its direction with the cursor keys. The rest of the joints move one position up the chain. The second joint moves where the first was, the third joint where the second was etc. In the checkCollision method, we determine if the snake has hit itself or one of the walls. The way the rendering proceded from walls to floors to sprites could be collapsed into a single front-to-back walk of the bsp tree to collect information, then draw all the contents of a subsector on the way back up the tree.
It requires treating floors and ceilings as polygons, rather than just the gaps between walls, and it requires clipping sprite billboards into subsector fragments, but it would be The Right Thing. The movement and line of sight checking against the lines is one of the bigger misses that I look back on.
It is messy code that had some failure cases, and there was a vastly simpler and faster solution sitting in front of my face. I used the BSP tree for rendering things, but I didn't realize at the time that it could also be used for environment testing. Replacing the line of sight test with a bsp line clip would be pretty easy. Some project ideas: Port it to your favorite operating system. Add some game features -- weapons, jumping, ducking, flying, etc. Create a packet server based internet game.
Do a 3D accelerated version.
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