Coding by Pinker and Chris :) The engine is programmed in C (Watcom 10.0 Compiler) and x86 and FPU Assembler. It uses our own implementation of an 8 and 16bit software renderer. Goemetry transformation is done with speed optimized FPU assembler code. The scanline rendering is optimized for pentium cpu. Some nice features:

  • perspective correct texture mapping (scanline subdivison algorithm)
  • collision detection for player
  • missle camera, joystick support

The engine uses a portal rendering algorithm for visible surface determination based on convex cubes (the engine uses descent level structure and DESCENT levels can be converted into internal format via a converter).