Exploring raycasters and possibly make a little "doom like" game based on it.
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Zed A. Shaw 0efb17371b Now have a simple stats test. 2 weeks ago
amt The tracy directory now has an experiment in getting Tracy to work. It's _not_ as easy as it is touted to be. 2 months ago
assets 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. 2 weeks ago
magick Some quick hacks that do the seamless texture splits. 2 months ago
scratchpad The autowalker now uses the GOAP AI system to walk the map and do its thing. The code needs a big cleanup, so I might just do a full rewrite based on what I know now. 3 weeks ago
scripts 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. 2 weeks ago
shaders The lighting now uses the original grid based lighting calculations rather than a global single source from the player. 2 months ago
tests Now have a simple stats test. 2 weeks ago
tracy The tracy directory now has an experiment in getting Tracy to work. It's _not_ as easy as it is touted to be. 2 months ago
wraps 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. 2 weeks ago
.gdbinit My gdb debug thing. 3 months ago
.gitignore A bit more cleanup to avoid duplicate testing and to separate the GOAP algorithm code from the little AI Manager thing. 3 weeks ago
.vimrc_proj First build that actually works. SDL_main errors before but didn't figure out the cause. 3 months ago
Makefile 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. 2 weeks ago
README.md A simple A* pathing function that works on maps, but I'll be changing it to do the GOAP pathing. 3 weeks ago
ai.cpp Right before coverage destroys everything. 2 weeks ago
ai.hpp Test now can work the enemy AI to prototype behavior. 3 weeks ago
ai_debug.cpp Test now can work the enemy AI to prototype behavior. 3 weeks ago
ai_debug.hpp Autowalker is working way better and now I have a plan for using the AI in the System. 3 weeks ago
autowalker.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. 2 weeks ago
autowalker.hpp Autowalker is working way better and now I have a plan for using the AI in the System. 3 weeks ago
boss_fight_ui.cpp Can now mark json/components with std::optional and then they can be null/false to disable them. 4 weeks ago
boss_fight_ui.hpp Basic ability to create a 'stage' for a boss fight, which is a thing in front the boss animates behind. 4 weeks ago
camera.cpp More refactoring of the gui. Now most things are out of the FSM and MainUI is responsible for the rayvew and its overlay. 1 month ago
camera.hpp More refactoring of the gui. Now most things are out of the FSM and MainUI is responsible for the rayvew and its overlay. 1 month ago
color.hpp I now have a semi-functional GUI system that uses the ECS style to build gui elements rather than inheritance. 1 month ago
combat.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. 2 months ago
combat_ui.cpp Played with UI layouts but keeping this for now. Fixed up config so it has keys() and now we load a boss per level. 4 weeks ago
combat_ui.hpp Initial idea for the boss fight UI but it's just a temporary holder for now. 1 month ago
components.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. 2 weeks ago
components.hpp 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. 2 weeks 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. 2 weeks ago
config.hpp 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. 2 weeks ago
constants.hpp Played with UI layouts but keeping this for now. Fixed up config so it has keys() and now we load a boss per level. 4 weeks ago
dbc.cpp Fixed that crash and cleaned up more variables for some study next. I might also try out my debug macros. 2 months ago
dbc.hpp Animations now have an easing/ease_rate setting that will do a dynamic scaling effect on them during the animation sequence. 1 month ago
dbg.h Fixed that crash and cleaned up more variables for some study next. I might also try out my debug macros. 2 months ago
devices.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. 2 months ago
dinkyecs.hpp Enemy AI is now prototyped and can find the player and attack them. 3 weeks ago
easings.hpp 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. 2 weeks ago
events.hpp Enemies now turn into a lootable device witha grave_stone sprite so you know they died. Need to implement noclipping on items with collision. 1 month ago
fsm.hpp Trying out an FSM for controlling the main loop. 2 months ago
goap.cpp Rituals are more or less sorted out in theory, and they helped find a cycle in the GOAP algorithm that I'm detecting/preventing. 2 weeks ago
goap.hpp Enemies and now using the GOAP AI to decide when to attack the player, but it's very rough right now. I need to sort out how to store the AI states and use them in the System. 3 weeks ago
guecs.cpp More boss fight UI done and a bit of ambient sound working. 1 month ago
guecs.hpp More boss fight UI done and a bit of ambient sound working. 1 month ago
gui_fsm.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. 2 weeks ago
gui_fsm.hpp 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. 2 weeks ago
inventory.cpp Autowalker is working way better and now I have a plan for using the AI in the System. 3 weeks ago
inventory.hpp Inventory and lighting improved, now to get ready for going down a level and that's most of the game loop working. 1 month ago
json_mods.hpp Can now mark json/components with std::optional and then they can be null/false to disable them. 4 weeks ago
lel.cpp A simple A* pathing function that works on maps, but I'll be changing it to do the GOAP pathing. 3 weeks ago
lel.hpp I now have a semi-functional GUI system that uses the ECS style to build gui elements rather than inheritance. 1 month ago
lel_parser.cpp New design on LEL that's way more sane and allows for more flexible columns and rows. 1 month ago
lel_parser.rl New design on LEL that's way more sane and allows for more flexible columns and rows. 1 month ago
levelmanager.cpp Played with UI layouts but keeping this for now. Fixed up config so it has keys() and now we load a boss per level. 4 weeks ago
levelmanager.hpp BossFightUI is not managed by the level manager since it is kind of a new level, just with a different mini game. 4 weeks ago
lights.cpp Wasn't even using MAX so changed to just a simple BOOST variable that can become a config. 1 month ago
lights.hpp Wasn't even using MAX so changed to just a simple BOOST variable that can become a config. 1 month ago
main.cpp Now have the ability to do partial solutions that will create potential paths to the goal, and a test that runs the scripts from plans in different scenarios. Also, this ai_debug thing needs some work. 3 weeks ago
main_ui.cpp Mostly working OSX build options, but it crashes on close with a thread error. 4 weeks ago
main_ui.hpp Initial idea for the boss fight UI but it's just a temporary holder for now. 1 month ago
map.cpp Refactor the Map::neighbors so that it's part of pathing where it should be. 1 month ago
map.hpp Better structure on the autowalker, but still gets stuck in some combat situations. Next is after we kill everything we head to the exit. 1 month ago
map_view.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. 2 weeks ago
map_view.hpp 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. 2 weeks ago
matrix.cpp Autowalker is now using the GOAP AI system and works way better. Still quite a lot of jank in the code but that'll get removed over time. Next thing is being able to detect when its near an item/enemy and properly react. 3 weeks ago
matrix.hpp Brought over a bunch of code from the roguelike and now will use it to generate a random map. 2 months ago
meson.build Now have a simple stats test. 2 weeks ago
meson.options Add the tracy wrap and meson options. 2 months ago
overlay_ui.cpp More boss fight UI done and a bit of ambient sound working. 1 month ago
overlay_ui.hpp Initial idea for the boss fight UI but it's just a temporary holder for now. 1 month ago
pathing.cpp Figuring out something weird about the Pathing::random_walk code. 3 weeks ago
pathing.hpp Figuring out something weird about the Pathing::random_walk code. 3 weeks ago
point.hpp BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail. 2 months ago
rand.cpp Brought over a bunch of code from the roguelike and now will use it to generate a random map. 2 months ago
rand.hpp Now have a simple stats test. 2 weeks ago
raycaster.cpp Animations now can have a stationary option which tries to keep them 'in place' while growing, effectively removing the forward motion. 4 weeks ago
raycaster.hpp We can go down a level and there's a loading screen for it. The map and motion now matches the directions shown in the raycasting. There's now a compass that shows you the direction you're facing. 1 month ago
rituals.cpp Right before coverage destroys everything. 2 weeks ago
rituals.hpp Right before coverage destroys everything. 2 weeks ago
save.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. 2 weeks ago
save.hpp 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. 2 weeks ago
shiterator.hpp Brought over a bunch of code from the roguelike and now will use it to generate a random map. 2 months ago
sound.cpp Boss fight looking better, but I need to get this bounce animation in the main game fights. 1 month ago
sound.hpp Boss fight looking better, but I need to get this bounce animation in the main game fights. 1 month ago
spatialmap.cpp Performance check showed that I was checking every sprite even if they're way far away so now just do ones near-ish. 1 month ago
spatialmap.hpp Performance check showed that I was checking every sprite even if they're way far away so now just do ones near-ish. 1 month ago
stats.cpp Rituals are more or less sorted out in theory, and they helped find a cycle in the GOAP algorithm that I'm detecting/preventing. 2 weeks ago
stats.hpp Now have a simple stats test. 2 weeks ago
status_ui.cpp Initial idea for the boss fight UI but it's just a temporary holder for now. 1 month ago
status_ui.hpp Initial idea for the boss fight UI but it's just a temporary holder for now. 1 month ago
systems.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. 2 weeks ago
systems.hpp 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. 2 weeks ago
textures.cpp Level traversal works better now, compass is accurate, and direction is maintained when you traverse. 1 month ago
textures.hpp Level traversal works better now, compass is accurate, and direction is maintained when you traverse. 1 month ago
tilemap.cpp 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
tilemap.hpp 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
worldbuilder.cpp We can go down a level and there's a loading screen for it. The map and motion now matches the directions shown in the raycasting. There's now a compass that shows you the direction you're facing. 1 month ago
worldbuilder.hpp Inventory system basically works now but is in a alpha hack stage. Time to refactor. 1 month ago

README.md

The Artisanal Handcrafted Retro-Future "3D" Dungeon Crawler

Welcome to my latest obsession, and turn based dungeon crawler in the style of old school raycasted games like Wizardry, Might and Magic, Ultima, and similar games. The game uses SFML 3.x as it's "cross platform layer" but other than that everything is hand coded by me. It's fully artisinal, created manually, with nothing but a terminal and vim. No LSPs, AI, or anything.

This code is truly a work of art. Like an espresso at that Speakeasy Coffee bar in Brooklyn nobody talks about. You know the one? You don't? Oh sorry, I thought you were cool.

STATUS

Currently it's only officially tested on Windows, but I'm not really using anything OS specific (I think).

Where's the LICENSE?

You don't need a LICENSE that gives everything away to thieving corporations just to publish your works online. Nobody makes artists, musicians, painters, photographers, or sculptors get a license before posting online, so why do programmers need one? You worried you'll get sued? Ok, so just put a disclaimer but why do you also have to give your hard work away for anyone to steal and profit from just so they don't sue you?

You don't, and no matter what the OSI says, nobody can sue you if they steal your code and cause a plane to crash. They would get sued for stealing your code and putting it in a plane, not you. Requiring only programmers to release their code with a license to avoid lawsuits creates a Chilling Effect on programmer free speech and that violates the First Amendment.

So this code isn't licensed, it's copyright by default. I'm publishing it using my free speech rights to express myself and that means you can look at it the same as if I posted a painting or an essay on my blog. I obviously can't sue you for just looking at it and playing the game because I published it so you can, but that doesn't mean you own it. You can't resell it, fork it, nothing.

Just grab the code and play it. That's it. Tell people about it. Fair use says you can even record videos reviewing it and talking about it.

See? That's how Free Speech works. You don't need a LICENSE.

Build Instructions

On all platforms you'll need these components:

  • Meson -- which needs Python.
  • C++ Compiler -- Tested with Clang and G++. You can use my Windows C++ Setup Guide which features an automated installer for Windows.
  • GNU make -- For the convenience Makefile. On Windows you should have this if you used my setup scripts. Otherwise winget install ezwinports.make will set you up.
  • git -- Which should be on almost every platform, and is installed by default with my Windows setup scripts.

Windows Instructions

I primarily develop in Windows using the above setup, so this should work the best. Open Windows Terminal and run these commands one at a time. Don't copy-past bomb this:

git clone https://git.learnjsthehardway.com/learn-code-the-hard-way/raycaster.git

cd raycaster

# ignore the errors the first time
./scripts/reset_build.ps1

# first compile takes a while
make

# this copies the binary so you can run it
make run

After that the game should be running. It'll be in different states depending on how far I've pushed it, but you should at least have a few enemies, some loot, and rooms light in it. Go find them.

Linux and OSX

Linux and OSX have the same requirements as Windows and almost the same install steps. The only difference is that once you get your developer tools installed then you only need Meson. Linux and OSX should have everything else you need or there's a package for it.

Once you have that installed you can run these commands:

git clone https://git.learnjsthehardway.com/learn-code-the-hard-way/raycaster.git

cd raycaster

# ignore the errors the first time
./scripts/reset_build.sh

# first compile takes a while
make

./builddir/raycaster

You don't need make run because Linux and OSX are sane operating systems that don't lock every damn thing a process touches.

Other Platforms

No testing done on other platforms but let me know if you get it to build somewhere fun and I'll mention it.

Development Guide

You can look in the notes.txt file for my informal TODO list of things to fix and make. I'm not really accepting contributions from others, but if you want to follow along then that's what I'm doing.

If you're just starting out in C++ or programming then the project is designed to be readable by someone who knows very little. Every file is small and should be easy to read. I don't use any insane tricks or weird C++ idioms. I also try to avoid too many external libraries so I'll use plain old std::vector and std::unordered_map rather than external libraries that might be faster. This is done on purpose so people (myself included) can learn about the basics of C++ and the STL.

I also don't do a lot of performance tuning or obsession over THE CACHE. Clean, simple, readable code is more important than squeezing 4% performance out of the code. I do however attempt to design things so that it doesn't do useless work because the fastest thing you can do in a computer is nothing. If I can architect away a performance issue and not make the code too complex then I'll do that instead.

That means if you have a suggestion for a micro-benchmark improvement that will dramatically boost performance, but the code is convoluted and hard to understand, then it won't work. If your suggestion is interesting and provides a massive boost then let me know and I'll check it out. But, I would also like statistics that show it's better, not just your word.

Known Bugs

It's early so probably a bunch of bugs.

Linux Build Notes

Libraries Needed:

  • libxi-dev
  • libfreetype-dev

It uses c++ so you may need to install a libg++ or libc++ for your system. Usually this is all you need:

apt install build-essential

OSX Build Notes

  • Quite a bad experience. Need to install Python, cmake, meson, and ninja all which are in homebrew but if you don't use homebrew then this is a problem.
  • You need to run the .command script in Application/your python that updates the SSL certs.
  • You have to give iTerm access to your keystrokes...because wtf it already has them?