Talk:Petit Computer 3/@comment-15296152-20140916233546/@comment-1595298-20140917012912

Well, at the very least I hope we can exploit the fact that sprites can have different horizontal and vertical scaling. That might be usable for some effects. If I'm able to specify a sprite width of 1, that would be optimal if I want to make a new raycaster that takes some advantages of hardware rendering (since we can only use rectangular "polygons" that are parallel with the screen).

I don't know if this has been brought up before, but the "UV" in SPANIM may be a reference to UV-mapping on polygons, that is, changing the coordinates of the original texture being referenced: This screenshot seems to show the V coordinate changing by 16 (i.e. the height of a sprite) when changing to a different image. In addition, the SPANIM image shows UV when the character's sprite changes to a different image. What I would personally like to exploit for a raycaster is having a sprite with width of 1 and any U coordinate (not being forced to a multiple of 8 or 16). I guess it remains to be seen if there are any such limits.