After Ken found this ->
http://amsterdam1.plunder.com/x/$h2EYHiiK2_kqxOXrr8CkJP64gthkijTT/21997/?/vs6sp5.exeI was able to compile voxlap with VC++ 6.0 with the processor pack.
Which is great because I've wanted to work with voxlap for awhile now, but didn't quite have the means to compile it properly.
So, in what time I can muster, I've begun to play around with the code and commands. That and grab a few docs on C++ to get a better grasp. Luckily a lot of what I've learned over the years in programming seems to be helping me understand a bit more.
I'll be working on to little projects regarding voxlap, one based of the game.c just to see what I can do with it, and another which will be based on my dungeon crawler I've been working on in Evaldraw.
One nice thing is I'll be able to have real lights and fog.
However one thing I'm a little torn on is my current method of creating the map.
Currently I have a pretty nice tile system, it allows for huge maps but currently only one story and none of the fancy stuff Game.c has. One idea I've been playing around with but have yet to commit to is looking into the VXL format and possibly making my map maker create VXL maps out of individual pieces. I'll have to convert the pieces to VOX or KVX format though, as I'm currently using KV6's to build everything.
Using a VXL map could make things easier to handle and improve at the cost of map size. I can always work at making the evaldraw version support multiple floors, allowing for even larger maps.
I'll still be working on the Evaldraw version, right now I'm just testing/researching what I can do with voxlap.
Any thoughts on this? Should I just stick with speed and large maps or smaller maps that can be altered to the voxel level?