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raycaster
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Exploring raycasters and possibly make a little "doom like" game based on it.
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33 MiB
C++
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raycaster
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assets
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Zed A. Shaw
0cbe20af35
Fix up the colors and rendering so that tilemap just uses components::Tile all the time. Need to load all of the config data from json one time on system start instead of constantly, although constantly does make debugging live easier.
2 months ago
..
armored_knight_1-256.png
Switching back to 256px textures for most things, but the weapon works best as a 512px.
3 months ago
armored_knight_1-512.png
Tried out 512px tiles and sprites and they actually look like crap. They just look like bad textures not better painted. With 256 they look nicely pixelated.
3 months ago
ceiling_test-256.png
Switching back to 256px textures for most things, but the weapon works best as a 512px.
3 months ago
ceiling_test-512.png
Tried out 512px tiles and sprites and they actually look like crap. They just look like bad textures not better painted. With 256 they look nicely pixelated.
3 months ago
ceiling_worm-256.png
Switching back to 256px textures for most things, but the weapon works best as a 512px.
3 months ago
cinqueda_1-256.png
Switching back to 256px textures for most things, but the weapon works best as a 512px.
3 months ago
cinqueda_1-512.png
Tried out 512px tiles and sprites and they actually look like crap. They just look like bad textures not better painted. With 256 they look nicely pixelated.
3 months ago
config.json
Maps are back and have color now. TileCell needs a rework.
2 months ago
devices.json
Fix up the colors and rendering so that tilemap just uses components::Tile all the time. Need to load all of the config data from json one time on system start instead of constantly, although constantly does make debugging live easier.
2 months ago
enemies.json
Fix up the colors and rendering so that tilemap just uses components::Tile all the time. Need to load all of the config data from json one time on system start instead of constantly, although constantly does make debugging live easier.
2 months ago
evil_eye-sprites.png
Have a barely working animation thing that animates the evil eye when you click a button.
3 months ago
evil_eye_test-256.png
Switching back to 256px textures for most things, but the weapon works best as a 512px.
3 months ago
evil_eye_test-512.png
Tried out 512px tiles and sprites and they actually look like crap. They just look like bad textures not better painted. With 256 they look nicely pixelated.
3 months ago
floor_tile_test-256.png
Switching back to 256px textures for most things, but the weapon works best as a 512px.
3 months ago
floor_tile_test-512.png
Tried out 512px tiles and sprites and they actually look like crap. They just look like bad textures not better painted. With 256 they look nicely pixelated.
3 months ago
items.json
Fix up the colors and rendering so that tilemap just uses components::Tile all the time. Need to load all of the config data from json one time on system start instead of constantly, although constantly does make debugging live easier.
2 months ago
monster-1.ogg
Playing around with shaders for effects on the scene.
3 months ago
text.otf
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.
3 months ago
tiles.json
We now have a full map that's basically the same mapping system from Roguish. There's a bug right now where it needs you to move once to calc the light and it's not being centered, but it does work.
2 months ago
undead_peasant-256.png
Switching back to 256px textures for most things, but the weapon works best as a 512px.
3 months ago
undead_peasant-spritesheet.png
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.
3 months ago
wall_simple-256.png
Brought over a bunch of code from the roguelike and now will use it to generate a random map.
3 months ago
wall_texture_test-256.png
Switching back to 256px textures for most things, but the weapon works best as a 512px.
3 months ago
wall_texture_test-512.png
Tried out 512px tiles and sprites and they actually look like crap. They just look like bad textures not better painted. With 256 they look nicely pixelated.
3 months ago
wall_with_pillars-256.png
Brought over a bunch of code from the roguelike and now will use it to generate a random map.
3 months ago
wall_with_vines-256.png
Brought over a bunch of code from the roguelike and now will use it to generate a random map.
3 months ago
wood_barrel_large-256.png
Switching back to 256px textures for most things, but the weapon works best as a 512px.
3 months ago
wood_barrel_large-512.png
Tried out 512px tiles and sprites and they actually look like crap. They just look like bad textures not better painted. With 256 they look nicely pixelated.
3 months ago
wood_wall-256.png
Switching back to 256px textures for most things, but the weapon works best as a 512px.
3 months ago
wood_wall-512.png
Tried out 512px tiles and sprites and they actually look like crap. They just look like bad textures not better painted. With 256 they look nicely pixelated.
3 months ago