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raycaster
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Commit Graph
28 Commits (51858ea399da6d74f557189e544ba208d5d352aa)
Author
SHA1
Message
Date
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
0882851b3f
Switching back to 256px textures for most things, but the weapon works best as a 512px.
1 month ago
Zed A. Shaw
5e6f95513c
Tried out 512px tiles and sprites and they actually look like crap. They just look like bad textures not better painted. With 256 they look nicely pixelated.
1 month ago
Zed A. Shaw
ad38f575a3
Now the sprites are rendered in the 3d scene with just SFML sprites.
2 months ago
Zed A. Shaw
da7075864b
Now have a basic sprite system that uses SFML's sprites, but the algorithm for determining how much of a sprite to display is wrong. Need to use the alternate algorithm from LODE's tutorial that draws sprites after rendering.
2 months ago
Zed A. Shaw
5305aea077
Fixed up the floor and ceiling textures to not have seams.
2 months ago
Zed A. Shaw
c98aa936ad
The tracy directory now has an experiment in getting Tracy to work. It's _not_ as easy as it is touted to be.
2 months ago
Zed A. Shaw
ea3dd204a1
Tweaking the build to turn on various debug options in GCC and enable -Wall -Werror on only our executable configs because turning them on globally causes most of the dependencies to fail. One thing to note is if you try to move the -D_GLIBCXX options from the project() to the executable() then you get segfaults inside the libc++ and other places. This is because the ABI changes when you enable these options, so you have to recompile _all_ dependencies with these options.
2 months ago
Zed A. Shaw
53a151511e
Make it so that DNEBUG is forced on release build, and that the UI stats counter will show that this is a debug build or not via NDEBUG.
2 months ago
Zed A. Shaw
cf9682ed70
Bring in the gnu omni font for text, and rewrite my stats code to use c++ and then use that to calc FPS stats for an FPS display on the left. Debug build gets about 48, release gets about 500fps. Amit's code will probably do even better.
2 months 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
105c974f1c
This converts it to SFML 3.0 but the build only runs on Windows at the moment.
2 months ago
Zed A. Shaw
f88eca9cd9
Implemented a dumb lighting system.
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
Zed A. Shaw
8eae4b9420
Reworked the files before the big cleanup of the code.
2 months ago
Zed A. Shaw
d5047c00e2
Did a version of the raycaster that uses a pixel buffer sent to a texture that goes to a sprite that goes on a frog that's on a log on the bottom of the ocean under a tortoise that's carrying a sack that has the...
2 months ago
Zed A. Shaw
e8a32ba9f3
Tinkered with strafing but I too dumb.
2 months ago
Zed A. Shaw
cf539296a5
Raycaster is smoother without changing much. Big debate is should left-right and forward-back at the same time cancel out motion or should they be exclusive since you can't do both.
2 months ago
Zed A. Shaw
bf77723f70
Fixed the map view on the left so it shows the correct visible squares.
2 months ago
Zed A. Shaw
ec332a3e2d
Small tweak to allow changing the map, and then added a hirdrac suggestion to vsync.
2 months ago
Zed A. Shaw
d5a372e751
Basic transliteration of the pycaster.py to work in SFML. The grid map on the left doesn't work right, but the rendering on the right does. Also the key detection is using discrete keypress instead of key up/down.
2 months ago
Zed A. Shaw
ca80736d7c
First cut at a replica of the python raycaster. Left side almost works the same but have to sort out math differences.
2 months ago