I'm not sure if you're familiar with the demo scene but have a look at this demo:
http://www.pouet.net/prod.php?which=16337
It actually runs on an amiga so you might need to watch the video instead of running it on real hardware.
I wonder if those guys have ever visited your site :D
I also just just released a demo for a mobile competition at a local scene party, it contains a 6dof voxel routine I've written two years ago for my PocketPC:
http://www.pouet.net/prod.php?which=20995 It's entirely based on fixed point arithmetic because of the very slow emulated floating point performance on mobile devices usually having an ARM CPU.
Btw. I've been following a lot of your productions through the years, starting with the very first Ken's labyrinth, I'm very happy that not everyone hops on the polygon train.
Keep coding ;)
Cheers,
Peter (Pailes)
Awesoken at
I'm familiar with the demo scene but I don't normally browse the demos unless provoked. The amiga demo looks like it uses very low resolution bounded cubes - not too technically challenging or interesting in my opinion. Your 6dof engine looks rather nice for running on a PocketPC. My STEEP and STEEP2 algorithms also use pure integers - no multiplies in the raycasting loop.
Pailes at
Ah yes, I forgot to thank for releasing the sources, although I'd always prefer a technical explanation over a source code, but I'll definitely have a look at them soon.