Exploring raycasters and possibly make a little "doom like" game based on it.
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Zed A. Shaw 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. 2 months ago
assets Reworked the files before the big cleanup of the code. 2 months ago
scratchpad Reworked the files before the big cleanup of the code. 2 months ago
scripts First build that actually works. SDL_main errors before but didn't figure out the cause. 2 months ago
tests First build that actually works. SDL_main errors before but didn't figure out the cause. 2 months ago
wraps First cut at a replica of the python raycaster. Left side almost works the same but have to sort out math differences. 2 months ago
.gdbinit My gdb debug thing. 2 months ago
.gitignore First build that actually works. SDL_main errors before but didn't figure out the cause. 2 months ago
.vimrc_proj First build that actually works. SDL_main errors before but didn't figure out the cause. 2 months ago
Makefile BREAKING: This code does NOT work, but has a segv on startup on windows due to ...magic? 2 months ago
README.md Add a README to start. Not much in it. 2 months ago
dbc.cpp First cut at a replica of the python raycaster. Left side almost works the same but have to sort out math differences. 2 months ago
dbc.hpp First cut at a replica of the python raycaster. Left side almost works the same but have to sort out math differences. 2 months ago
main.cpp 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. 2 months ago
matrix.cpp First cut at a replica of the python raycaster. Left side almost works the same but have to sort out math differences. 2 months ago
matrix.hpp 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'. 2 months ago
meson.build 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. 2 months ago
miniaudio.cpp Initial setup for the fenster based raycaster. 2 months ago
miniaudio.h Initial setup for the fenster based raycaster. 2 months ago
point.hpp First cut at a replica of the python raycaster. Left side almost works the same but have to sort out math differences. 2 months ago
raycaster.cpp 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. 2 months ago
raycaster.hpp 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. 2 months ago
sfmlcaster.cpp Reworked the files before the big cleanup of the code. 2 months ago

README.md

Simple Raycaster Study

This is a study project for me to learn the raycasting technique. It's an older technique that's not really used much but I'm learning game dev historically and it's definitely been used in the past (Doom).

I've been told to look into the following as well:

https://en.wikipedia.org/wiki/Gilbert%E2%80%93Johnson%E2%80%93Keerthi_distance_algorithm