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Build Environment
Set up DOS development environmentConfigure compiler for 486 targetCreate basic build system/makefileSet up version controlCreate test framework for validating math operations
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Basic Program Structure
Main loop structureMode 13h initializationDouble buffering setupBasic timing systemKeyboard interrupt handlerProgram exit handling
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Fixed-Point Number System a. Basic System (16.16)
Create fixed_t type definitionImplement fixed-to-int conversionImplement int-to-fixed conversionCreate conversion test suiteDocument numeric range and precision
b. Basic Arithmetic
Addition and subtraction operationsMultiplication implementationDivision implementationOverflow handlingComplete arithmetic test suite
c. Advanced Operations
Square root implementationAbsolute valueSign handling
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Vector Mathematics a. Vector Types
Define 2D vector structureDefine 3D vector structureDefine 4D vector structure (for homogeneous coordinates)Create vector initialization functionsAdd vector validation tests
b. Basic Vector Operations
Vector additionVector subtractionScalar multiplicationVector tests suite
c. Advanced Vector Operations
Dot productCross productVector normalizationVector length calculationAngle between vectorsComplete vector test suite
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Matrix Operations a. Matrix Foundation
Define 4x4 matrix structureIdentity matrix creationMatrix initialization functionsBasic matrix validation tests
b. Basic Matrix Operations
Matrix additionMatrix subtractionMatrix-scalar multiplicationMatrix-vector multiplicationMatrix-matrix multiplicationOperation test suite
c. Transform Matrices
Translation matrix generationScale matrix generationX-axis rotation matrixY-axis rotation matrixZ-axis rotation matrixCombined transformation tests
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Trigonometry System a. Lookup Tables
Sine table generationCosine table generationTangent table evaluationTable precision testing
b. Interpolation
Linear interpolation
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Basic 3D Structures a. Vertex System
Vertex structure definitionVertex transformation functionsVertex normal handlingVertex color handlingVertex UV coordinate system
b. Triangle System
Triangle structure definitionTriangle normal calculationBasic triangle operationsTriangle validation
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Projection System a. View Setup
- View frustum definition
- Near/far plane handling
- Field of view calculations
- Aspect ratio handling
b. Projection Matrix
- Perspective matrix generation
- Projection transformation
- Homogeneous divide
- Viewport transformation
- Projection test suite
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Rasterization Pipeline a. Line Drawing
- Bresenham line algorithm
- Line clipping
- Line drawing optimization
- Line test patterns
b. Triangle Rasterization
- Edge walking setup
- Span interpolation
- Flat shaded triangles
- Triangle clipping
- Basic rasterization tests
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Z-Buffer System
- Z-buffer allocation
- Depth testing
- Depth write operations
- Z-buffer clearing
- Depth test validation
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Maze Data Structures a. Basic Structure
- Wall definition
- Room definition
- Connection/portal system
- Maze validation tools
b. Maze Generation
- Maze loading from file
- Basic maze generation
- Maze validation
- Maze visualization tools
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BSP Tree Implementation a. BSP Foundation
- Node structure definition
- Plane definition
- Split calculation
- Basic tree operations
b. Tree Construction
- Partition selection
- Polygon splitting
- Tree balancing
- Tree validation
c. Tree Traversal
- Front-to-back traversal
- Back-to-front traversal
- Frustum culling
- Traversal optimization
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Collision System a. Basic Collision
- Collision volume definition
- Point-plane testing
- Line-plane intersection
- Basic collision response
b. Advanced Collision
- Sliding along walls
- Step-up handling
- Collision response
- Movement validation
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Texture Management a. Texture Loading
- Texture file format
- Texture loading
- Palette handling
- Texture validation
b. Texture Cache
- Cache structure
- Cache management
- Page swapping
- Cache optimization
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Texture Mapping a. UV Coordinate System
- UV assignment
- UV transformation
- UV validation
- Coordinate test suite
b. Perspective Correction
- W-coordinate handling
- Perspective divide
- Accuracy testing
- Performance optimization
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Player System a. Player State
- Position handling
- Orientation handling
- Movement state
- Collision state
b. Player Control
- Keyboard handling
- Mouse integration
- Movement processing
- Control validation
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Game Loop a. Main Loop
- Input processing
- State updates
- Collision detection
- Rendering
b. Game State
- Level state
- Player state
- Game flags
- State persistence
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Assembly Optimization
- Critical path identification
- Fixed-point optimization
- Rasterizer optimization
- Transform optimization
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Memory Management
- Memory allocation strategy
- Cache optimization
- Buffer management
- Memory defragmentation
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Render Optimization
- View frustum culling
- Backface culling
- Span coherence
- Draw call optimization
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Visual Effects
- Basic lighting
- Wall textures
- Floor/ceiling textures
- Simple particles
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Audio Integration
- Sound effect system
- Basic music playback
- Audio mixing
- Volume control
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Game Features
- Start/end points
- Simple objectives
- Basic UI elements
- Score system
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Performance Testing
- FPS monitoring
- CPU usage analysis
- Memory usage tracking
- Optimization targets
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Gameplay Testing
- Control responsiveness
- Collision reliability
- Visual consistency
- Overall game feel
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Final Steps
- Code cleanup
- Documentation
- Build system refinement
- Release packaging
- Each component should be tested in isolation before integration
- Maintain comprehensive test suites for math operations
- Regular performance profiling
- Consistent error handling
- Clear documentation of assumptions and limitations
- Version control commit after each successful step
- Maintain backward compatibility when possible
- Progressive optimization - make it work, then make it fast
- Phase 1: Development Environment Setup
- Phase 2: Math Foundation
- Phase 3: 3D Graphics Pipeline
- Phase 4: Maze Implementation
- Phase 5: Texture System
- Phase 6: Game Systems
- Phase 7: Optimization
- Phase 8: Polish and Features
- Testing and Completion