| Submitted by , posted on 06 April 2001 |

Image Description, by This is a little polygon pusher Ive been playing around with written in Visual Basic 6 and DirectX 8. Much of the code I have ported from mrgamemaker.coms BSP Tutorial II. I got tired of manually typing coordinates to make my own map file, so I used the .mwm file from the above tutorial. I know that mrgamemaker.com took the BSP tutorials down but I hope they dont mind I used their map file. DX8Maze does not use binary space partitioning (BSP) or potentially visible sets (PVS). It is just a polygon pusher I wrote to learn DirectX 8. It uses discreet lighting with mostly ambient light. I threw one point light in there and sucked the green and red components out to leave a blue color. I think it looks pretty cool. I had lightmaps at one point, but editing the .mwm file with a hex editor I found to be just as tedious as writing my own map. So I left the .mwm file in its original form.
Special thanks to mrgamemaker.com for the two excellent BSP tutorials, Romka Graphics for some textures, flipcode.com and gamedev.net for the awesome web sites, the DirectX newsgroups for answers to some questions and Microsoft for DirectX 8, Visual Basic and the DirectX 8 SDK.
This code may be used freely by anyone for any purpose. I hold no responsibility for anyones use of this code. I have successfully run this on a Matrox G400 and an nVidia TNT2.
The code can be found at www.gdcopen.com/DX8Maze
Thanks,
Joe Banach

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