Zed A. Shaw
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d397c02d38
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You can now stab stuff with a sword.
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2 months ago |
Zed A. Shaw
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ad38f575a3
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Now the sprites are rendered in the 3d scene with just SFML sprites.
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2 months ago |
Zed A. Shaw
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da7075864b
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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.
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2 months ago |
Zed A. Shaw
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024d5b30e1
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Some quick hacks that do the seamless texture splits.
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2 months ago |
Zed A. Shaw
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15a2a69ac1
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Made a seamless wood wall and tried it but back to brick.
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2 months ago |
Zed A. Shaw
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5305aea077
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Fixed up the floor and ceiling textures to not have seams.
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2 months ago |
Zed A. Shaw
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fdc5931b96
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Added a ceiling worm enemy for fun but not really that good.
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2 months ago |
Zed A. Shaw
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ce1476b117
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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.
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2 months ago |
Zed A. Shaw
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c98aa936ad
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The tracy directory now has an experiment in getting Tracy to work. It's _not_ as easy as it is touted to be.
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2 months ago |
Zed A. Shaw
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308fe4bed2
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Brought in Amit's latest and tweaked a few more build options for enabling some safety checks in GCC.
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2 months ago |
Zed A. Shaw
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eef13bd325
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Tried a few more things but nothing much worked. The weirdest was the lto options that failed to do even basic linking.
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2 months ago |
Zed A. Shaw
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ea3dd204a1
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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.
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2 months ago |
Zed A. Shaw
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4c3049df14
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Add the tracy wrap and meson options.
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2 months ago |
Zed A. Shaw
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e5b4fed4ee
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Bring in a first start to a Tracy enabled build but I have to learn more about how to run it.
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2 months ago |
Zed A. Shaw
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6592e22075
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Bring Amit's latest fix in and protect against the sprites rendering the texY value wrong sometimes.
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2 months ago |
Zed A. Shaw
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379ec5846f
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Brought in a fix suggested by Amit but still didn't improve perf. I'll use that to see how Tracy works.
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2 months ago |
Zed A. Shaw
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831e15ca18
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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.
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2 months ago |
Zed A. Shaw
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53a151511e
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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.
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2 months ago |
Zed A. Shaw
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cf9682ed70
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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.
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2 months ago |
Zed A. Shaw
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e3e0f0a322
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Found my online stats calc code. It's in C but I can rework it. This should work better for FPS calc.
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2 months ago |
Zed A. Shaw
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7a74877849
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Fixed that crash and cleaned up more variables for some study next. I might also try out my debug macros.
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2 months ago |
Zed A. Shaw
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7fb2d5cf26
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Updated Amit's code to run in sfml 3.0
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2 months ago |
Zed A. Shaw
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105c974f1c
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This converts it to SFML 3.0 but the build only runs on Windows at the moment.
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2 months ago |
Zed A. Shaw
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cdbd83ded7
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Fix crash in matrix when pixelbuf is copied.
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2 months ago |
Zed A. Shaw
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f88eca9cd9
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Implemented a dumb lighting system.
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2 months ago |
Zed A. Shaw
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4d31a4daf2
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Amit's code mostly converted to use the new texture.hpp but there's an error on line amt/pixel.hpp:472
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2 months ago |
Zed A. Shaw
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c91e8fc543
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Brought in Amit's latest and will now merge in my fixing from last night into his to get them synced up.
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2 months ago |
Zed A. Shaw
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adfb6367d7
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Finished the first pass of moving everything around and cleaning up as much as possible.
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2 months ago |
Zed A. Shaw
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d47f6f996d
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Bring in a row major version of Amit's matrix.
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2 months ago |
Zed A. Shaw
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5e63272f24
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Brought in some of amit's code to study and try out. amt/ has it.
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2 months ago |
Zed A. Shaw
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2dfe5417b1
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More cleaning of the Raycaster class to have no #defines for variables. Now it can be arbitrarily sized and positioned.
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2 months ago |
Zed A. Shaw
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c9d4b7ed1e
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Sprite rendering cleanup started.
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2 months ago |
Zed A. Shaw
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033d5cdfec
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More cleanup, mostly removing variables and simplifying the math.
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2 months ago |
Zed A. Shaw
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113df851af
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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.
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2 months ago |
Zed A. Shaw
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e379bcd5ec
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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.
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2 months ago |
Zed A. Shaw
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d230b152cf
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BREAKING: This code does NOT work, but has a segv on startup on windows due to ...magic?
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2 months ago |
Zed A. Shaw
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8eae4b9420
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Reworked the files before the big cleanup of the code.
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2 months ago |
Zed A. Shaw
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6533f950d2
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Quick and dirty idea for a poor-man's lighting effect.
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2 months ago |
Zed A. Shaw
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d6a2f83f10
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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.
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2 months ago |
Zed A. Shaw
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75a33084f8
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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.
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2 months ago |
Zed A. Shaw
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e3596aeaa2
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The sprites now display and everything seems to work.
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2 months ago |
Zed A. Shaw
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93b7faa369
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Right before bringing in the code to render sprites, but after I restructured to have the sprite data.
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2 months ago |
Zed A. Shaw
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0828fb584e
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Now rendering at 1080p with no map, and can render the raycasting side at arbitrary dimensions.
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2 months ago |
Zed A. Shaw
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eee66720b7
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Annotate the ceiling/floor rendering.
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2 months ago |
Zed A. Shaw
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942bd052d4
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Bringing in some more realistic textures that are open source from https://opengameart.org/content/nekkrobox-world-textures
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2 months ago |
Zed A. Shaw
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1d6458ba19
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Implemented the next part of the tutorial with floors and ceilings.
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2 months ago |
Zed A. Shaw
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e8803f0ad7
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My gdb debug thing.
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2 months ago |
Zed A. Shaw
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1b7763167c
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Need the textures for the game. NOTOWNEDBYME.
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2 months ago |
Zed A. Shaw
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b18b27e23c
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Goodbye fenster, you were fun but I need something more stable and easier to live with.
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2 months ago |
Zed A. Shaw
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22b3299fb6
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Mostly working textures, an ability to look up/down (pitch) and ready to read in images for the textures.
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2 months ago |