From d32bf5501966ccefa00b062f8b42281b80349281 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Miloslav=20=C4=8C=C3=AD=C5=BE?= Date: Thu, 27 Aug 2020 12:44:28 +0000 Subject: [PATCH] Update README.md --- README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/README.md b/README.md index a31703d..96c422b 100644 --- a/README.md +++ b/README.md @@ -124,7 +124,7 @@ Am I so stupid as to trust complete strangers to not abuse this? No, I know peop ### Why raycasting and not e.g. BSP? -This all started with me just creating a very simlpe raycasting library while playing around with Pokitto, since raycasting is pretty simple and doesn't e.g. require precomputing accelerating structures. I kept improving the library and ended up with raycastlib, a more advanced raycasting library. The idea of creating a Doom clone wasn't planned from the beginning so when it came, I simply used what I had. Sure, BSP would work too, but raycasting makes Anarch kind of unique, there is not many similar games. Lately I've been thinking about creating a BSP library too, so maybe there will once be Anarch 2, who knows? +This all started with me just creating a very simlpe raycasting library while playing around with Pokitto, since raycasting is pretty simple. It e.g. allows easy creation of levels and doesn't require precomputation of accelerating structures. I kept improving the library and ended up with raycastlib, a more advanced raycasting library. The idea of creating a Doom clone wasn't planned from the beginning so when it came, I simply used what I had. Sure, BSP would work too, but raycasting makes Anarch kind of unique, there is not many similar games. Lately I've been thinking about creating a BSP library too, so maybe there will once be Anarch 2, who knows? ### Who are you?