[ Lord Logics Landscape ]

Ok, quick key list:

Right/Left      - Spin landscape
Forward/Back    - Move in current direction either forward or backward
Space           - Move the water level up and down
ESC             - Exit

Ok, along with this file should be the following in the .ZIP you received:
*.INC     - a bunch of ASM include files
LL_1.INC     - ASM file that ties together all INC files
*.  H     - a few C include files
LL_LAND.  C     - a C program demonstrating the use of ll_land
as well as the use of the keyboard and palette
routines.
LL_LAND.EXE     - an executable version of LL_LAND
LL_LAND.NFO     - this great little file

The method I used to calculate the x and y co-ordinates of each point as it
is spinning around is quite simple.  We all know the 3d->2d conversion of:

y = y1*d/(z1+d) + 100
x = x1*d/(z1+d) + 160

Where x,y is the screen position to draw at, x1,y1,z1 are 3d space co-
ordinates, and d is the pixel space from the user to the screen.

Before we do this little conversion, however, we must figure out x1,y1, and
z1.  You can do this several ways.  I chose to it the best way I could
think of.

As we know, COS and SIN work best when given an angle and multiplied
by a vector to give a corresponding X and Y component vector.  So, in order
to utilize this fact, we need to assign an angle THETA to each point to
be displayed and a magnitude R.

The magnitude R is the distance from the point in question to the center of
the displayed grid pattern.  This is given by (X^2 + Y^2) ^ 0.5.  The angle
THETA is the angle that R makes with the vertical axis.  ie:

X

For Point #1, R is the magnitude, and T is the angle THETA. In this case,
THETA is approximately -45degrees.  All angles, by the way, are given in
degrees.  I find degrees much easier to work with in integer math as you
can divide the circle up 360 times before you need to use floating point.

Anyway, once you have figured out the R and T for all display points (in
the program LL_LAND we use a 46x46 display grid, so 46^2 points are
calculated) you simply do the following to rotate your image:

X = R * SIN (THETA + ALPHA)  where ALPHA is the angle to rotate by. Likewise,
Z = R * COS (THETA + ALPHA)
Y = height at given point (value taken from data in FRACTAL.INC)

What?  We use Z here?  Well, the way I looked at the axis was X is horiz.,
Y is vertical, and Z is depth.  Since Z is depth, it corresponds to the
Y position if you were looking at it from the top so to speak.  Anyway, Y
then becomes the height of the mountain.

And that is basically how the display system is done.  By setting up SIN look
up tables and all, a great deal of time is saved in the plotting routine.

The method used to put up a color was simple.  Basically, whatever height
a point has, that's what color the pixel becomes.  Before ll_land() was
called, the palette was set up to be blue at #1, black at #0, and then
fade from a bright green to a darker green from #2 to #63 I think, and then
fade from a darker green to a bright white from #64 to #128 or so.

-=[ Lord Logics ]=-

Any questions or comments, please email me at:
ketrenoj@ucs.orst.edu

Oh yeah, if you have some good fast triangle code for unchained video modes
in ASM, and you don't mind giving it out, please email me.  I need a good
fast routine.  Thanx.