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0074-2023-05-04.md | 0076-2023-05-07.md |
Quick update tonight; didn't get a chance to work on anything today.
Next steps I'd like to look into are below...
Need to work on prioritising these!
- Try playing Wolf3D again to see how it feels in movement speed, rotation, framerate. Keys vs. mouse.
- Building for Caravel
- Different wall IDs => just colours for now?
- Fix FOV and render full screen width
- Try out basic texturing -- calculate column-to-texture-Y. Use a generated texture for now, later ROM or RAM texture? Scaled stepping (try rayAddX method).
- Implement ordered dither for more colours (but preview deeper colour depth first in sim).
- Hardware for better directional controls, and even rotation (buttons and quadrature or PS/2 mouse)
- Implement saturation logic to hopefully prevent axis alignment glitch
- Make a rotation module on the FPGA, just to try it out
- Screen XY transform: rotation to frame buffer to get a little jiggle
- Controller (NIOS or external MCU or input via USB) for HID
- Possible to send data from PC to DE0-Nano?
- Other hardware filling the role of the sim? e.g. STM32? Need to get that async (cross-domain) register load stuff going, in that case.
- Clean up FSM and consider sharing a single reciprocal calculator.
- Change trace buffer memory type?
- Implement rectange overlay rendering
- Is it possible to do line segment rendering via beam racing?
- Basic text
- Try to implement enough stuff that it can actually be a renderer for a Wolf3D-style game, running on an MCU. But does the game state need data from the chip, too, such as walk distance, collisions, and sprite distance?
- Doors
- Sprites
- Collisions
- Bigger map ROM support