Exploring raycasters and possibly make a little "doom like" game based on it.
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raycaster/tests
Zed A. Shaw a34becdaeb A simple A* pathing function that works on maps, but I'll be changing it to do the GOAP pathing. 11 hours ago
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amt_matrix.cpp Brought in some of amit's code to study and try out. amt/ has it. 2 months ago
amt_test.cpp 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
ansi_parser.cpp Found my old LEL code and got the shell working, so tomorrow I'll try to make it layout some gui element. 3 weeks ago
base.cpp First build that actually works. SDL_main errors before but didn't figure out the cause. 2 months ago
components.cpp A basic components test that just loads all the config files and their components into a world. 2 weeks ago
config.cpp A simple config loader test. 2 weeks ago
dbc.cpp Found the test that crashed sometimes but also had to just rip out all of the throws testing in DBC because catch2 can't get it right. 1 week ago
dijkstra.json Brought over a bunch of code from the roguelike and now will use it to generate a random map. 1 month ago
dinkyecs.cpp Make the DinkyECS test fully isolated. 3 weeks ago
fsm.cpp Trying out an FSM for controlling the main loop. 1 month ago
goap.cpp A simple A* pathing function that works on maps, but I'll be changing it to do the GOAP pathing. 11 hours ago
guecs.cpp 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. 2 weeks ago
inventory.cpp Game now builds and is using the new dynamic component loading but enemies do not spawn in and device events are really working. Also inventory is a giant bag of fail and needs a rewrite. 4 weeks ago
lel.cpp I now have a semi-functional GUI system that uses the ECS style to build gui elements rather than inheritance. 3 weeks ago
levelmanager.cpp Brought over a bunch of code from the roguelike and now will use it to generate a random map. 1 month ago
lighting.cpp BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail. 4 weeks ago
map.cpp Game now builds and is using the new dynamic component loading but enemies do not spawn in and device events are really working. Also inventory is a giant bag of fail and needs a rewrite. 4 weeks ago
matrix.cpp Add some debug boxes around the fonts to figure out why they aren't vertically centered. 3 weeks ago
pathing.cpp Brought over a bunch of code from the roguelike and now will use it to generate a random map. 1 month ago
save.cpp BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail. 4 weeks ago
sound.cpp Optimize GUECS a bit so that it automatically sets up the cell names and lel::Cell contents in the world, making it easier to work with. 2 weeks ago
spatialmap.cpp Found the test that crashed sometimes but also had to just rip out all of the throws testing in DBC because catch2 can't get it right. 1 week ago
textures.cpp More testing improvements. 2 weeks ago
tilemap.cpp BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail. 4 weeks ago