This website works better with JavaScript.
Explore
Help
Sign In
learn-code-the-hard-way
/
raycaster
Watch
1
Star
0
Fork
You've already forked raycaster
0
Code
Issues
Pull Requests
Packages
Projects
Releases
1
Wiki
Activity
249
Commits
1
Branch
1
Tag
30 MiB
Tag:
Branch:
Tree:
master
master
version-0.1
Branches
Tags
${ item.name }
Create tag
${ searchTerm }
Create branch
${ searchTerm }
from 'master'
${ noResults }
Commit Graph
29 Commits (master)
Author
SHA1
Message
Date
Zed A. Shaw
54fbf22b6d
We can go down a level and there's a loading screen for it. The map and motion now matches the directions shown in the raycasting. There's now a compass that shows you the direction you're facing.
2 weeks ago
Zed A. Shaw
29e6d45dc6
Level traversal works, but it's very immediate. Next is a little 'confirm level' modal and a transition screen.
2 weeks ago
Zed A. Shaw
83df9ff03b
Super awesome twitchy animation for axe guy.
2 weeks ago
Zed A. Shaw
b43553a563
Major speed up in rendering by only doing it when we move, but drawing the rendered 3d view texture constantly.
2 weeks ago
Zed A. Shaw
0260e3d345
Textures and sprites are now managed by a single module in textures.hpp, and even though it is a _single_ location to access all sprites it is NOT a singleton. Those are illegal.
2 weeks ago
Zed A. Shaw
f3e1413022
Intermediate refactor to move everything over to using the textures module rather than everyone using one TexturePack thing.
2 weeks ago
Zed A. Shaw
3b9525cca4
Enemies now turn into a lootable device witha grave_stone sprite so you know they died. Need to implement noclipping on items with collision.
3 weeks ago
Zed A. Shaw
9c37960283
Raycaster mostly cleaned up. Only thing I can think of is bringing in CameraLOL as the coordinates directly.
4 weeks ago
Zed A. Shaw
51972b0c35
Converted all the variable names from Lode's tutorial style to the one I use in prep for some review and cleanup.
4 weeks ago
Zed A. Shaw
3986e6978e
Sprites now have a distance lighting calculation that's the same as the raycaster using a shader.
1 month ago
Zed A. Shaw
d5301acab5
Sprite is no more, now using the position from the level's world.
1 month ago
Zed A. Shaw
d0badedbd9
More cleanup of the raycaster, finally removed the window as a dependency but I went against making it an sf::Drawable since that had a lot of code quality problems.
1 month ago
Zed A. Shaw
d6c09e111d
Raycaster now has wall collision so won't go through walls. Next step is to render all the sprites being places and then implement the Systems.
1 month ago
Zed A. Shaw
75ffb49a53
Clean up header includes.
1 month ago
Zed A. Shaw
1d3a76e5ee
Refactored out main.cpp to be a separate gui and using an FSM to keep the turn based nature straight.
1 month ago
Zed A. Shaw
976822ceb6
Mostly working junk camera that can do turnbased lerp smooth motion.
1 month ago
Zed A. Shaw
cbf0955786
Raycaster now controls the sprite locations with SpatialMap rather than the old way. Quick hack job in main.cpp that shows how they can move too.
1 month ago
Zed A. Shaw
a67d25ee10
Tiles now record their textures and this is loaded from the map then converted to an indexed integer on the fly.
1 month ago
Zed A. Shaw
071808a0f8
Playing around with shaders for effects on the scene.
1 month ago
Zed A. Shaw
b87217ff90
Have a barely working animation thing that animates the evil eye when you click a button.
1 month ago
Zed A. Shaw
51858ea399
Made a terrible animation sprite and then did a quick animation test. Won't keep it for now but this shows how it could work.
1 month ago
Zed A. Shaw
7a74877849
Fixed that crash and cleaned up more variables for some study next. I might also try out my debug macros.
2 months ago
Zed A. Shaw
adfb6367d7
Finished the first pass of moving everything around and cleaning up as much as possible.
2 months ago
Zed A. Shaw
2dfe5417b1
More cleaning of the Raycaster class to have no #defines for variables. Now it can be arbitrarily sized and positioned.
2 months ago
Zed A. Shaw
c9d4b7ed1e
Sprite rendering cleanup started.
2 months ago
Zed A. Shaw
033d5cdfec
More cleanup, mostly removing variables and simplifying the math.
2 months ago
Zed A. Shaw
113df851af
Way better in the structure but still a lot of work to do. However, just by moving variables to better locations, taking things out of loops that don't need to be recalulated, etc. this is already 50% of the CPU/GPU usage as the previous version.
2 months ago
Zed A. Shaw
e379bcd5ec
Next step in the refactoring with everything in a different file and running. The bug from the previous commit was due to the pixel buffer making the Raycaster object too large for the stack. If you get __chkstk_ms then you used too much stack.
2 months ago
Zed A. Shaw
d230b152cf
BREAKING: This code does NOT work, but has a segv on startup on windows due to ...magic?
2 months ago