Exploring raycasters and possibly make a little "doom like" game based on it.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 
raycaster/tests
Zed A. Shaw 0674908e49 Implemented an initial cut at the event router. Its job is to take the random events from SFML and translate them into nice clean orderly events to the Gui::FSM. 3 days ago
..
ai.cpp This does a 'fit_sort' whenever the state is changed. fit_sort effectively sorts the actions by distance+cost so that the cost is actually present unlike the original algorithm. 2 months ago
ai_fixture.json A bit more cleanup to avoid duplicate testing and to separate the GOAP algorithm code from the little AI Manager thing. 3 months ago
amt_matrix.cpp Brought in some of amit's code to study and try out. amt/ has it. 5 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. 5 months ago
animation.cpp Initial battle engine is now integrated in the systems so now I can finally get the turn based combat to work the way I envision. 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. 4 months ago
base.cpp First build that actually works. SDL_main errors before but didn't figure out the cause. 5 months ago
battle.cpp Working on a better character view. 3 weeks ago
components.cpp Made the components module work like textures and sound so that there's just one constant map of components. 4 days ago
config.cpp Did a full code coverage review and improved many of the tests and a bunch of code. I'll do one more final walk through all the code before getting back to work on the new combat system. 3 months ago
cyclic_rituals.json Prep for the next cleaning quality cycle. 3 months ago
dbc.cpp Brought line numbers back for the dbc.cpp logging stuff. May not work in clang because of the bug they have (had?). 3 months ago
dijkstra.json Brought over a bunch of code from the roguelike and now will use it to generate a random map. 4 months ago
dinkyecs.cpp Make the DinkyECS test fully isolated. 4 months ago
easings.cpp Final little fixes for testing. 3 months ago
event_router.cpp Implemented an initial cut at the event router. Its job is to take the random events from SFML and translate them into nice clean orderly events to the Gui::FSM. 3 days ago
fsm.cpp Working on a better character view. 3 weeks ago
levelmanager.cpp Brought over a bunch of code from the roguelike and now will use it to generate a random map. 4 months ago
lighting.cpp This implements base ambient lighting for tiles which helps with tiles like lava and ceiling lights. 1 week ago
loot.cpp Initial loot UI works to load an item by its world entity ID. 4 days ago
map.cpp Basic loot UI mostly working. Each time you open there's a torch and you can place it visually on any slot on your character. 4 days ago
matrix.cpp Basic loot UI mostly working. Each time you open there's a torch and you can place it visually on any slot on your character. 4 days ago
mazes.cpp Refactored the maze functions to be a builder that can do different things to the maze. Also when I hit p in the game it'll save the map to a file. This was extremely hard for no reason. 2 weeks ago
pathing.cpp Quick renaming of stuff to be more generic as 'AI'. Now maybe I can get some sweet sweet investor money. 3 months ago
rituals.cpp Working on a better character view. 3 weeks ago
save.cpp BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail. 4 months ago
shaders.cpp The reload mechanism for shaders is a bit better, but still to make them unique. 2 months 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. 3 months 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. 3 months ago
stats.cpp Now have a simple stats test. 3 months ago
textures.cpp Basic loot UI mostly working. Each time you open there's a torch and you can place it visually on any slot on your character. 4 days ago