Exploring raycasters and possibly make a little "doom like" game based on it.
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raycaster/tests
Zed A. Shaw 14619558fa Better UI for the ritual crafting that almost works, but need to get the selected items to move down. Might need some state machine love soon. 1 week ago
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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. 1 month 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. 2 months ago
amt_matrix.cpp Brought in some of amit's code to study and try out. amt/ has it. 4 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. 4 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. 1 month 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 months ago
base.cpp First build that actually works. SDL_main errors before but didn't figure out the cause. 4 months ago
battle.cpp Added in a new art for a 'gold savior' and refined the battle engine more but it's not quite what I want. 4 weeks ago
components.cpp Created a nice utility library for doing animations, and used it in the ritual crafting UI. 2 months 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 months ago
cyclic_rituals.json Prep for the next cleaning quality cycle. 2 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?). 2 months ago
dijkstra.json Brought over a bunch of code from the roguelike and now will use it to generate a random map. 3 months ago
dinkyecs.cpp Make the DinkyECS test fully isolated. 3 months ago
easings.cpp Final little fixes for testing. 2 months ago
fsm.cpp Trying out an FSM for controlling the main loop. 3 months ago
guecs.cpp Converted almost everything to use wstring so that it works better with SFML and the unicode/utf8 usage in the system. 1 month 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. 3 months ago
lel.cpp I now have a semi-functional GUI system that uses the ECS style to build gui elements rather than inheritance. 3 months ago
levelmanager.cpp Brought over a bunch of code from the roguelike and now will use it to generate a random map. 3 months ago
lighting.cpp BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail. 3 months ago
map.cpp Final little fixes for testing. 2 months ago
matrix.cpp Add some debug boxes around the fonts to figure out why they aren't vertically centered. 3 months ago
pathing.cpp Quick renaming of stuff to be more generic as 'AI'. Now maybe I can get some sweet sweet investor money. 2 months ago
rituals.cpp Better UI for the ritual crafting that almost works, but need to get the selected items to move down. Might need some state machine love soon. 1 week ago
save.cpp BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail. 3 months ago
shaders.cpp The reload mechanism for shaders is a bit better, but still to make them unique. 3 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 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. 2 months ago
stats.cpp Now have a simple stats test. 2 months ago
textures.cpp More testing improvements. 2 months ago
tilemap.cpp BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail. 3 months ago