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Oriadnos ======== Can you escape this maze before your torches run out? Playing ------- Run `make` and then `./oriadnos` in the main directory. SDL must be installed. Use the arrow keys or the mouse to rotate the camera, and WASD to move the player. Goals ----- Most of the main goals of the project were achieved, including full perspective texture rendering, z-buffering, and simple lighting. The game is "playable" but it does not test for win conditions. We did not have time to implement a dynamically generated maze, so wall and floor positions are hard-coded. Note that SDL is only used to display the array of pixels onto the screen in real-time, and to get user input. All rendering, including loading the image files (as PPMs) and UV texture mapping, is our own code. Project Layout -------------- src/ C source code res/ textures demo/ game screenshots build/ temporary object files Work Distribution ----------------- Ben: z-buffering, shading, PPM loading, collisions, speedups Victor: matrix manipulation/rendering, movement, UV texture mapping, maze data Known Issues ------------ Walls often disappear when getting too close to them. We know what's causing this, but we couldn't figure out the math to fix it by the deadline. Additionally, the game is very slow, often going below 10 FPS on a fairly decent computer. Steps were taken to reduce rendering time in various situations, and it is much faster than before, but additional work should be done. Since a large amount of work that is normally done in the GPU is being done in the CPU, it is unlikely that the game will ever run as fast as we would like it to. To mitigate some speed issues, we use delta timing to ensure a relatively smooth movement speed.