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author | Hugo Hörnquist <hugo@hornquist.se> | 2019-07-10 17:14:28 +0200 |
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committer | Hugo Hörnquist <hugo@hornquist.se> | 2019-07-10 17:14:28 +0200 |
commit | 406757220429d133dcf6dd352730712d23bd5e5c (patch) | |
tree | 6d1c99b41cee02d42ec6f794ce5facc34281f319 | |
parent | Tue, 09 Jul 2019 09:19:28 +0200 (diff) | |
download | wiki-public-406757220429d133dcf6dd352730712d23bd5e5c.tar.gz wiki-public-406757220429d133dcf6dd352730712d23bd5e5c.tar.xz |
Wed, 10 Jul 2019 17:14:28 +0200
-rw-r--r-- | Bookmarks.wiki | 15 |
1 files changed, 15 insertions, 0 deletions
diff --git a/Bookmarks.wiki b/Bookmarks.wiki index 8b8b069..d7e0e75 100644 --- a/Bookmarks.wiki +++ b/Bookmarks.wiki @@ -15,3 +15,18 @@ - Tags - Images - Path? +- Built in RSS reader? + +http://ogp.me/ + +Possible data format: + +{{{lisp +(entry + (name "Wolfenstein Fast Ray Tracing") + (url "http://blog.hornquist.se/hugo/?filename=20190615Wolenometry.md") + (page-title "Wolfenometry") + (site-name "HugoNikanors blogg") + (abstract "As is well known Wolfenstein 3D is a 2D game, which uses simple raycasting to figure out the distance from the player to the wall's in front of her. As a small hobby project I set out to recreate this. Since my levels (like the original) are bound to a strict grid we don't actually have to do a \"real\" ray-caster. But can instead just calculate the distance to next tile-border the ray will pass through, and immediately jump there.") + ) +}}} |