Sat Jul 24, 2021 12:56 am
The rendering of polyobject flats is not the issue. If it has a defined shape that's a simple matter.
Where things get tricky is the game physics. Doom's entire actor movement code is so poorly done that it'd get in the way of doing it right. It for sure cannot ever work properly with the current 2D checking of actor movement and handling the z component as an afterthought - even when using different code here to compensate, the problems will come back if an actor on a 3D polyobject moves and happens to have been rotated into a position where it overlaps with some geometry.
Thu Jul 29, 2021 4:00 am
I see, thanks for the insight!
Didn't mean to come across as pestering, so if I did, I apologize.