Commit Graph

123 Commits (9fe7cac79bf59693413669734f210cd5d431a4ae)
 

Author SHA1 Message Date
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 6ed57cd4a8 Closer to what I want for sprite loading but still needs more work. 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 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 d397c02d38 You can now stab stuff with a sword. 2 months 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 024d5b30e1 Some quick hacks that do the seamless texture splits. 2 months ago
Zed A. Shaw 15a2a69ac1 Made a seamless wood wall and tried it but back to brick. 2 months ago
Zed A. Shaw 5305aea077 Fixed up the floor and ceiling textures to not have seams. 2 months ago
Zed A. Shaw fdc5931b96 Added a ceiling worm enemy for fun but not really that good. 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 eef13bd325 Tried a few more things but nothing much worked. The weirdest was the lto options that failed to do even basic linking. 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 4c3049df14 Add the tracy wrap and meson options. 2 months ago
Zed A. Shaw e5b4fed4ee Bring in a first start to a Tracy enabled build but I have to learn more about how to run it. 2 months ago
Zed A. Shaw 6592e22075 Bring Amit's latest fix in and protect against the sprites rendering the texY value wrong sometimes. 2 months ago
Zed A. Shaw 379ec5846f Brought in a fix suggested by Amit but still didn't improve perf. I'll use that to see how Tracy works. 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 e3e0f0a322 Found my online stats calc code. It's in C but I can rework it. This should work better for FPS calc. 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 7fb2d5cf26 Updated Amit's code to run in sfml 3.0 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 cdbd83ded7 Fix crash in matrix when pixelbuf is copied. 2 months ago
Zed A. Shaw f88eca9cd9 Implemented a dumb lighting system. 2 months ago
Zed A. Shaw 4d31a4daf2 Amit's code mostly converted to use the new texture.hpp but there's an error on line amt/pixel.hpp:472 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 d47f6f996d Bring in a row major version of Amit's matrix. 2 months ago
Zed A. Shaw 5e63272f24 Brought in some of amit's code to study and try out. amt/ has it. 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 6533f950d2 Quick and dirty idea for a poor-man's lighting effect. 2 months ago
Zed A. Shaw d6a2f83f10 The sfmlrenderer now has a 3:4 aspect ratio which makes it look better, and then there's space for a gui on the left. I put some squares there to prototype the look. 2 months ago
Zed A. Shaw 75a33084f8 Got rid of the wolf3d textures and now using 256px textures that are open source. Added a simple portal that can go on the floor. 2 months ago
Zed A. Shaw e3596aeaa2 The sprites now display and everything seems to work. 2 months ago
Zed A. Shaw 93b7faa369 Right before bringing in the code to render sprites, but after I restructured to have the sprite data. 2 months ago
Zed A. Shaw 0828fb584e Now rendering at 1080p with no map, and can render the raycasting side at arbitrary dimensions. 2 months ago
Zed A. Shaw eee66720b7 Annotate the ceiling/floor rendering. 2 months ago