Quick Questions, Im working on a Raycast engine and porting wolf3d as a test concept my source code can be found on
http://wolf3dx.codeplex.com, well seems ur game makes use of a third party physics engine (Farseer) Why ?? u can simply handle physics using LOOPS or DDA computations and will be faster and easier, is there any special reason for doing that?,
second question, how efficient is your engine seems ur levels are quite simplistic I mean tiny levels, have u stress tested ur engine?,
third question how about ur AI r u using some sort of state machines to handle actor behaviors or its just hardcoded??
finally is ur level splitted into visible regions /areas to draw only the portion of the level in which the player is located, or r u drawing always the whole level?
I really appreciate ur answers or thoughts about this.
Hugo.