Commit Graph

  • 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. Zed A. Shaw 2025-01-18 02:42:41 -0500
  • e3e0f0a322 Found my online stats calc code. It's in C but I can rework it. This should work better for FPS calc. Zed A. Shaw 2025-01-18 00:53:10 -0500
  • 7a74877849 Fixed that crash and cleaned up more variables for some study next. I might also try out my debug macros. Zed A. Shaw 2025-01-18 00:44:25 -0500
  • 7fb2d5cf26 Updated Amit's code to run in sfml 3.0 Zed A. Shaw 2025-01-17 15:29:13 -0500
  • 105c974f1c This converts it to SFML 3.0 but the build only runs on Windows at the moment. Zed A. Shaw 2025-01-17 15:10:03 -0500
  • cdbd83ded7 Fix crash in matrix when pixelbuf is copied. Zed A. Shaw 2025-01-17 12:07:20 -0500
  • f88eca9cd9 Implemented a dumb lighting system. Zed A. Shaw 2025-01-17 12:03:49 -0500
  • 4d31a4daf2 Amit's code mostly converted to use the new texture.hpp but there's an error on line amt/pixel.hpp:472 Zed A. Shaw 2025-01-17 11:36:03 -0500
  • c91e8fc543 Brought in Amit's latest and will now merge in my fixing from last night into his to get them synced up. Zed A. Shaw 2025-01-17 11:00:49 -0500
  • adfb6367d7 Finished the first pass of moving everything around and cleaning up as much as possible. Zed A. Shaw 2025-01-17 03:45:05 -0500
  • d47f6f996d Bring in a row major version of Amit's matrix. Zed A. Shaw 2025-01-16 13:38:14 -0500
  • 5e63272f24 Brought in some of amit's code to study and try out. amt/ has it. Zed A. Shaw 2025-01-16 12:50:25 -0500
  • 2dfe5417b1 More cleaning of the Raycaster class to have no #defines for variables. Now it can be arbitrarily sized and positioned. Zed A. Shaw 2025-01-16 12:19:33 -0500
  • c9d4b7ed1e Sprite rendering cleanup started. Zed A. Shaw 2025-01-16 11:21:49 -0500
  • 033d5cdfec More cleanup, mostly removing variables and simplifying the math. Zed A. Shaw 2025-01-16 10:32:28 -0500
  • 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. Zed A. Shaw 2025-01-15 15:32:54 -0500
  • 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. Zed A. Shaw 2025-01-15 13:39:38 -0500
  • d230b152cf BREAKING: This code does NOT work, but has a segv on startup on windows due to ...magic? Zed A. Shaw 2025-01-15 12:25:09 -0500
  • 8eae4b9420 Reworked the files before the big cleanup of the code. Zed A. Shaw 2025-01-15 10:26:44 -0500
  • 6533f950d2 Quick and dirty idea for a poor-man's lighting effect. Zed A. Shaw 2025-01-14 20:07:37 -0500
  • 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. Zed A. Shaw 2025-01-14 14:19:27 -0500
  • 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. Zed A. Shaw 2025-01-14 13:41:19 -0500
  • e3596aeaa2 The sprites now display and everything seems to work. Zed A. Shaw 2025-01-14 12:33:24 -0500
  • 93b7faa369 Right before bringing in the code to render sprites, but after I restructured to have the sprite data. Zed A. Shaw 2025-01-14 10:54:27 -0500
  • 0828fb584e Now rendering at 1080p with no map, and can render the raycasting side at arbitrary dimensions. Zed A. Shaw 2025-01-13 23:38:57 -0500
  • eee66720b7 Annotate the ceiling/floor rendering. Zed A. Shaw 2025-01-13 22:42:48 -0500
  • 942bd052d4 Bringing in some more realistic textures that are open source from https://opengameart.org/content/nekkrobox-world-textures Zed A. Shaw 2025-01-13 22:25:40 -0500
  • 1d6458ba19 Implemented the next part of the tutorial with floors and ceilings. Zed A. Shaw 2025-01-13 14:24:19 -0500
  • e8803f0ad7 My gdb debug thing. Zed A. Shaw 2025-01-13 13:39:12 -0500
  • 1b7763167c Need the textures for the game. NOTOWNEDBYME. Zed A. Shaw 2025-01-13 13:38:20 -0500
  • b18b27e23c Goodbye fenster, you were fun but I need something more stable and easier to live with. Zed A. Shaw 2025-01-13 13:24:53 -0500
  • 22b3299fb6 Mostly working textures, an ability to look up/down (pitch) and ready to read in images for the textures. Zed A. Shaw 2025-01-12 13:30:02 -0500
  • c1b7df1850 New raycaster based on Lode's tutorial works, now to add textures. Zed A. Shaw 2025-01-12 12:00:11 -0500
  • 96b44a4eb2 Fenscaster is now using the first version of Lode's DDA raycasting algorithm but the coordinates/angles in the left map view don't matchthe right view, and the right view distorts the distance to far wall so they're viewed at 'infinity'. Zed A. Shaw 2025-01-09 12:54:00 -0500
  • 75a927e192 Removed some of the constants to make it easier to change later. Zed A. Shaw 2025-01-08 13:32:38 -0500
  • 35f6fcc01d We now have a scene we can twirl around and we can see the rays being cast in the left side. Zed A. Shaw 2025-01-08 13:22:14 -0500
  • b30ac77049 Can now use keys to move around. Zed A. Shaw 2025-01-08 13:02:06 -0500
  • 972b432d51 Basic fenster rewrite of the original sfml version, but need to bring back the keyboard controls. Zed A. Shaw 2025-01-08 12:31:04 -0500
  • 80ac4cefba Initial setup for the fenster based raycaster. Zed A. Shaw 2025-01-08 10:25:17 -0500
  • 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... Zed A. Shaw 2025-01-07 12:49:06 -0500
  • e8a32ba9f3 Tinkered with strafing but I too dumb. Zed A. Shaw 2025-01-06 12:19:38 -0500
  • f98c9ddb91 Make timcaster work so people can walk around inside their computer's ram until it crashes. Zed A. Shaw 2025-01-06 11:56:12 -0500
  • 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. Zed A. Shaw 2025-01-06 11:41:44 -0500
  • bf77723f70 Fixed the map view on the left so it shows the correct visible squares. Zed A. Shaw 2025-01-06 10:59:55 -0500
  • ec332a3e2d Small tweak to allow changing the map, and then added a hirdrac suggestion to vsync. Zed A. Shaw 2025-01-05 12:18:19 -0500
  • 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. Zed A. Shaw 2025-01-05 12:10:28 -0500
  • faead338e2 Add a README to start. Not much in it. Zed A. Shaw 2025-01-05 10:10:11 -0500
  • ca80736d7c First cut at a replica of the python raycaster. Left side almost works the same but have to sort out math differences. Zed A. Shaw 2025-01-04 12:20:41 -0500
  • 6b181382bd First build that actually works. SDL_main errors before but didn't figure out the cause. Zed A. Shaw 2025-01-02 11:47:02 -0500