Zed A. Shaw
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787be78a69
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Now I can attach arbitrary shaders to sprites based on things that happen in the world.
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7 days ago |
Zed A. Shaw
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1b4f55804c
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The flame shader now only turns on when facing an enemy. Next is tagging enemies with specific shaders to apply at a specific time.
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2 weeks ago |
Zed A. Shaw
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766b20f3f8
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Rayview now uses the shader manager.
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2 weeks ago |
Zed A. Shaw
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c7c48658bd
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Lots of dumb little edits to sort out what I'm aiming at. I'll next clean out most of this in a refactor.
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3 weeks ago |
Zed A. Shaw
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6c9016eb0f
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After some prototyping I have what I think I want for the map. Just a simple piece of paper you take out that has the ASCII map on it.
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1 month ago |
Zed A. Shaw
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54fbf22b6d
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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.
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2 months ago |
Zed A. Shaw
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29e6d45dc6
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Level traversal works, but it's very immediate. Next is a little 'confirm level' modal and a transition screen.
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2 months ago |
Zed A. Shaw
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83df9ff03b
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Super awesome twitchy animation for axe guy.
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2 months ago |
Zed A. Shaw
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b43553a563
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Major speed up in rendering by only doing it when we move, but drawing the rendered 3d view texture constantly.
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2 months ago |
Zed A. Shaw
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0260e3d345
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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.
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2 months ago |
Zed A. Shaw
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f3e1413022
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Intermediate refactor to move everything over to using the textures module rather than everyone using one TexturePack thing.
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2 months ago |
Zed A. Shaw
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3b9525cca4
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Enemies now turn into a lootable device witha grave_stone sprite so you know they died. Need to implement noclipping on items with collision.
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2 months ago |
Zed A. Shaw
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9c37960283
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Raycaster mostly cleaned up. Only thing I can think of is bringing in CameraLOL as the coordinates directly.
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3 months ago |
Zed A. Shaw
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51972b0c35
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Converted all the variable names from Lode's tutorial style to the one I use in prep for some review and cleanup.
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3 months ago |
Zed A. Shaw
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3986e6978e
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Sprites now have a distance lighting calculation that's the same as the raycaster using a shader.
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3 months ago |
Zed A. Shaw
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d5301acab5
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Sprite is no more, now using the position from the level's world.
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3 months ago |
Zed A. Shaw
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d0badedbd9
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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.
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3 months ago |
Zed A. Shaw
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d6c09e111d
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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.
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3 months ago |
Zed A. Shaw
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75ffb49a53
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Clean up header includes.
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3 months ago |
Zed A. Shaw
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1d3a76e5ee
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Refactored out main.cpp to be a separate gui and using an FSM to keep the turn based nature straight.
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3 months ago |
Zed A. Shaw
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976822ceb6
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Mostly working junk camera that can do turnbased lerp smooth motion.
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3 months ago |
Zed A. Shaw
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cbf0955786
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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.
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3 months ago |
Zed A. Shaw
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a67d25ee10
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Tiles now record their textures and this is loaded from the map then converted to an indexed integer on the fly.
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3 months ago |
Zed A. Shaw
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071808a0f8
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Playing around with shaders for effects on the scene.
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3 months ago |
Zed A. Shaw
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b87217ff90
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Have a barely working animation thing that animates the evil eye when you click a button.
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3 months ago |
Zed A. Shaw
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51858ea399
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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.
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3 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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3 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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3 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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3 months ago |
Zed A. Shaw
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c9d4b7ed1e
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Sprite rendering cleanup started.
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3 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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3 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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3 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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3 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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3 months ago |