| ▲ | kvakvs 18 hours ago | ||||||||||||||||||||||||||||
Since Doom renders the image with vertical columns of pixels (floor, lower wall, portal if exists continues rendering the other sector, then upper wall then ceiling) and since browsers are very good at drawing the sprites out of larger textures... You could send vertical divs shaded with the sector light level and picking the correct textures. Instead of hundreds per column you will have like 5 divs on average per column and they will be textured shaded and scaled by the browser? | |||||||||||||||||||||||||||||
| ▲ | ffsm8 17 hours ago | parent | next [-] | ||||||||||||||||||||||||||||
I believe he stated in the beginning pretty clearly that the point of this exercise was to stress test the Liveview performance. Making this more efficient would be kinda counter productive | |||||||||||||||||||||||||||||
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| ▲ | dentalnanobot an hour ago | parent | prev | next [-] | ||||||||||||||||||||||||||||
Wonder if it would be more efficient to use a single-pixel column and then draw the colours with gradient stops? | |||||||||||||||||||||||||||||
| ▲ | Jare 12 hours ago | parent | prev | next [-] | ||||||||||||||||||||||||||||
IIRC someone did exactly that around 15 years ago, a game renderer using div strips, first with Wolfenstein and then Doom. It may have been "Jacob Seidelin" who was very active experimenting with early HTML5 tech, but I've lost all links or they've vanished from the web - I only keep two screenshots I used in a lecture back then. | |||||||||||||||||||||||||||||
| ▲ | oersted 15 hours ago | parent | prev [-] | ||||||||||||||||||||||||||||
At that point just run the browser on the server and use proper cloud gaming tech to stream the screen and have low-latency interactivity. | |||||||||||||||||||||||||||||
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