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raycaster
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33 Commits (6b9c67beecfb12c21e95fc0087902e240b000963)
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Zed A. Shaw
8a6b38c1a4
Start of V1 combat system where you get locked into combat when in range and have to work the turn system to get out.
4 weeks ago
Zed A. Shaw
d798d154ae
We now have a full map that's basically the same mapping system from Roguish. There's a bug right now where it needs you to move once to calc the light and it's not being centered, but it does work.
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
7228bdf210
Trying out an FSM for controlling the main loop.
1 month ago
Zed A. Shaw
740e30cb2b
Strafing now works, thanks to rcr but needs a unit test on the camera and probbably a refactor so that rayview uses it or knows nothing about it?
1 month ago
Zed A. Shaw
48ac6603a8
Implement a little junk camera on its own that we can use later for movement and views.
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
56d67aba28
First hack to get a random gen map going.
1 month ago
Zed A. Shaw
2daa1c9bd5
Brought over a bunch of code from the roguelike and now will use it to generate a random map.
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
51c1e04f61
Made some progress on the refactoring but I need to start getting serious and not reworking this code to death.
1 month ago
Zed A. Shaw
d397c02d38
You can now stab stuff with a sword.
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
ce1476b117
Saw some tutorials on Photobashing and used the technique to bang out an Evil Eye and some wall/ceiling/floor textures with a painterly style. The Evil Eye is a collage of a shark an eye and some eels.
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
308fe4bed2
Brought in Amit's latest and tweaked a few more build options for enabling some safety checks in GCC.
2 months ago
Zed A. Shaw
831e15ca18
Brought in Amit's latest code and converted it to use either dumb lighting or his new torch lighting, then threw in the FPS counter from last night.
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
c91e8fc543
Brought in Amit's latest and will now merge in my fixing from last night into his to get them synced up.
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
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
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
Zed A. Shaw
6b181382bd
First build that actually works. SDL_main errors before but didn't figure out the cause.
2 months ago