globe Posted November 3, 2021 Author Share Posted November 3, 2021 1 hour ago, danwinslow said: Just me, but I don't think you should worry about the 64k limit. That's the plan. 38 minutes ago, Heaven/TQA said: what "unrolled code" are you using? for tmapping the slices? because the tables itself should be not so ram consuming imho. If by tmapping the slices you mean scaling and drawing then yes, also lightning pass uses unrolled code (didn't manage to do scaling+drawing and lighting in one pass, not enough registers) Then there's raycaster itself, while it's not really unrolled code, for speed and simplicity reasons there's code for each quadrant + a lookup table. But the main culprit as far as the RAM consumption goes isn't really the raycasting engine, it's the game itself: Map (both the game map with walls+textures+doors etc.. and the automap which eats about 2,5KB of vram and buffers + some extra for code to generate and show it) Textures + the code for generating the animated ones on the fly because there's just no space for storing animations in RAM. Enemy graphics, horizontally pre-scaled so I don't have to waste too much cycles there. Enemy/item data for new game + the same empty table for the ongoing game. Enemy behavior code (including line of sight checking which is probably bigger than all relatively simple movement routines together) Sound effects. Text messages. GAME OVER + YOU WON parts Lots of tables of various sizes for everything else. Most of these you won't need for an engine demo so I can understand you wondering where did all the RAM go but with all that's needed for a game it ads up really fast. 6 minutes ago, emkay said: You must be some "rensoupp" guy to handle this all , and to finalize a game by all this hammering here in the forums. Well, I don't really mind the questions and things people notice. I did take shortcuts and I did sacrifice graphic fidelity and precision for speed and other features. I can understand that some would prefer to balance things differently but this is the result and, well, there's plenty of people here commenting that could pull off making their own version so maybe this game will motivate someone to do better and we all get more games to play on our favorite hardware. Also I don't consider this 'hammering', so far the discussion was very civil. 5 1 Quote Link to comment Share on other sites More sharing options...
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