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0075-2023-05-06.md

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6 May 2023

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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?
    • Though old, maybe vj-uart will help? See also, this.
    • If not, maybe USB-to-TTL-serial with serial implemented in hardware on FPGA? Would be great to see the sim sending data to the FPGA.
    • Note that Terasic tools can do it...? GUI tool to control various peripherals?
  • 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