Commit Graph

8 Commits (deb235dbc546ab0fd8c12868e84922ff6abe658e)

Author SHA1 Message Date
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 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 7fb2d5cf26 Updated Amit's code to run in sfml 3.0 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 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 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