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There can be very many precipmobjs in a sector. During BSP rendering, for each sector reached by BSP (the entire visible level at least), all the precipmobjs would be iterated and their distance from the camera calculated, to determine whether they are within draw distance. The issue with the old approach is that there really are too many precipmobjs in each sector. By iterating the blockmap within a certain range instead, precipmobjs out of view are not iterated at all, saving some time. Caveat: drawdist_precip is no longer respected as an exact value, since it must round to the precision of the blockmap. List of potentially scary changes: - Removes snext/sprev for precipmobj_t - Removes preciplist for sector_t - Adds bnext/bprev for precipmobj_t - mobj_t and precipmobj_t field offsets are symmetrical - Modified P_SetPrecipitationThingPosition and P_SetThingPosition - The syntax in these functions is kind of wacky |
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| src | ||
| thirdparty | ||
| tools | ||
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| .editorconfig | ||
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| Android.mk | ||
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| LICENSE | ||
| LICENSE-3RD-PARTY.txt | ||
| README.md | ||
| srb2-vc9.sln | ||
| srb2-vc10.sln | ||
| SRB2.cbp | ||
| Srb2.dev | ||
| srb2.png | ||
| SRB2_common.props | ||
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SRB2Kart
SRB2Kart is a kart racing mod based on the 3D Sonic the Hedgehog fangame Sonic Robo Blast 2, based on a modified version of Doom Legacy.
Dependencies
- NASM (x86 builds only)
- SDL2 (Linux/OS X only)
- SDL2-Mixer (Linux/OS X only)
- libupnp (Linux/OS X only)
- libgme (Linux/OS X only)
- libopenmpt (Linux/OS X only)
Compiling
See SRB2 Wiki/Source code compiling. The compiling process for SRB2Kart is largely identical to SRB2.
Disclaimer
Kart Krew is in no way affiliated with SEGA or Sonic Team. We do not claim ownership of any of SEGA's intellectual property used in SRB2.