Wolfenstein 3D for iPhone
Summary
This review is far from being exhaustive but it provides answers to a few of the questions I asked myself: • How was the absence of direct framebuffer access addressed ? Most of the engine is ANSI C, Objective-C is just being used to host the windows, load textures and grab the users input. The DOS version of wolfenstein was written in Borland C/TASM with direct framebuffer access, it was a pure raycaster engine: For every column of pixels on the screen, a ray was casted. Taking advantage of the axis aligned walls, the intersection of the ray with the first blocker was fast to determine. Instead of changing every methods calls, a really neat abstraction layer was implemented, hiding a vertexArray mechanism.
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