doom, a DDA raycaster as a resident mesh GPU program (one lane a column, the pose and keys on the GPU, split across machines), as PTX from C
$ sexc add @ajax/mesh-prog-doom- total 3
- drwxr-xr-x-../
- drwxr-xr-x-Oct 27 03:26v/# 1 version
- drwxr-xr-x-Oct 27 03:26files/# the files of 0.1.0
- latest
- 0.1.0, published Oct 27 03:26 by ajax
- owners
- ajax
- license
- MIT
- dependencies
- @ajax/mesh-rt ^0.1.0, @ajax/mesh-rt-sim-mailbox ^0.1.0, @ajax/mesh-ref-doom ^0.1.0, @ajax/mesh-check ^0.1.0
- dependents
- none yet
- keywords
- mesh alphaos gpu ptx program raycaster doom
- homepage
- https://github.com/thomasdavis/alpha-c-mesh/tree/main/programs/doom
- repository
- https://github.com/thomasdavis/alpha-c-mesh
1# @ajax/mesh-prog-doom 2 3A DDA raycaster, one lane a screen column, 4 tasks a frame. The frame's arg-0 task drains the input 4queue (w s a d q e) into the pose with wall collision and releases it; the frame's other tasks wait for 5it, bounded. Split across machines (`place = "split"`), followers render with OP_FOLLOW at the pose meshd 6wrote. Layout: @ajax/mesh-abi-view-doom. 7 8- **Ported from:** alpha-rust-mesh `programs/doom/src/lib.rs`. 9- **Tests:** kcheck's checks 3 and 3b (and 3c's follow) on the simulator, against @ajax/mesh-ref-doom 10 bitwise: the map and start pose after OP_INIT, seven poses' frames (kind, side, distance and height of 11 every column), 75 keys through the input queue with the pose bitwise equal to the reference's every 12 frame, a follow that moves nothing, and no stalls.