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AntArrow

I’m a random teen with a passion for retro games, programming, and math.


Cart #marching_squares-0 | 2024-04-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Basically, I’m working on a digging game and am revisiting something I have worked with in the past: marching squares. I recommend looking it up, but basically the way it works in this project is for each “tile” a table of tables is examined and depending on whether each of the tiles coordinates are on or off the algorithm figure out which sides does the line on the square intersect. Sometime marching squares also uses linear interpolation, but since my screen is stored in binary instead of floating point values I am storing intersection points in separate nested tables. The main thing is that each square is checked, and depending on stored values a specific line might be drawn through it.

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