

Good news: rasterization is ok (well I do prefer mine but whatever ;)
Bad news: vector oop and operator overloading is cool but for any serious work, this is a big no-no.
Try:
function justproject(p) -- project local scale=fov/p[3] -- plain old table return {p[1]*scale,p[2]*scale,scale} end |
and fix renderpoly with:
... local dl={ l2[1]-l1[1], l2[2]-l1[2], l2[3]-l1[3]} ... local dr={ r2[1]-r1[1], r2[2]-r1[2], r2[3]-r1[3]} ... |
Game went from 84% to 72% cpu!
P#81466 2020-09-03 06:13 ( Edited 2020-09-03 06:13)


Truly excellent game already, Mot! 👏🤩
One request: please can we toggle/flip camera movement?
(my instinct is to rotate right with right arrow, and get low on cue ball with down)
P#82561 2020-10-04 18:18
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