Original Post
I''m currently developing a raycaster engine in Visual C++. It is fully texture mapped in 640x400x16, but is quite slow. Would anyone be interested in lending a hand in the optimization of this engine, or provide advice? The source is available at:
http://www.zomcoder.com/files/RayCaster.zip
Please contact me at zomcoder@hotmail.com if you are interested in helping. I believe some higher level optimizations could be achieved, before anything drastic like a fixed point overhaul would be implemented. I''d rather not use fixed point actually; something along the lines of optimized FPU code would be great =) BTW I have a pentium 3 processor and a pentium 1 processor to test it on.
-ZomCoder