STRay: Hybrid Wolf3D / Doom engine on Atari STE ![Smile](https://www.retrogaminghistory.com/core/images/smilies/smile.gif)
"This is an old project from 2013. An experiment aimed at exploring the limits beyond Wolf3D on an 8MHz Atari ST/E. It was mostly coded in C to begin with and converted into 68k.
I never really got around to finishing it but it serves as a fairly good marker on what the old STE can do with a bit of precalc and some palette tricks![Smile](https://www.retrogaminghistory.com/core/images/smilies/smile.gif)
Despite the heavy precalc for raycasting, it's not constrained and the view can be controlled arbitrarily with the mouse. The map is a simple character grid referencing sector info. With some cleanup it's usable for something.
The framerate is around 8-9fps, and is higher if just rendering 16 colours with a single c2p pass. 64 looks better though!
2-field rendering doesn't translate very well to YT and best viewed on real HW, but it's close enough to get the idea."
![Smile](https://www.retrogaminghistory.com/core/images/smilies/smile.gif)
"This is an old project from 2013. An experiment aimed at exploring the limits beyond Wolf3D on an 8MHz Atari ST/E. It was mostly coded in C to begin with and converted into 68k.
I never really got around to finishing it but it serves as a fairly good marker on what the old STE can do with a bit of precalc and some palette tricks
![Smile](https://www.retrogaminghistory.com/core/images/smilies/smile.gif)
Despite the heavy precalc for raycasting, it's not constrained and the view can be controlled arbitrarily with the mouse. The map is a simple character grid referencing sector info. With some cleanup it's usable for something.
The framerate is around 8-9fps, and is higher if just rendering 16 colours with a single c2p pass. 64 looks better though!
2-field rendering doesn't translate very well to YT and best viewed on real HW, but it's close enough to get the idea."
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