Exploring raycasters and possibly make a little "doom like" game based on it.
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Zed A. Shaw 1aba26831b Also allow mouse clicks to stop autowalk. 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 Forgot the rat king graphic. 2 weeks ago
magick Some quick hacks that do the seamless texture splits. 2 months ago
scratchpad Now the sprites are rendered in the 3d scene with just SFML sprites. 2 months ago
scripts Did some work checking the build on OSX. Looks like clang 14 is too old, will try later version. 3 weeks ago
shaders The lighting now uses the original grid based lighting calculations rather than a global single source from the player. 4 weeks ago
tests Performance check showed that I was checking every sprite even if they're way far away so now just do ones near-ish. 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 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. 4 weeks 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 A simple config loader test. 2 weeks ago
README.md Combat Mode is more reliable now, just one little glitch that it doesn't exit on the last enemy dying. 3 weeks 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 weeks ago
ansi_parser.hpp 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. 4 weeks ago
ansi_parser.rl Found my old LEL code and got the shell working, so tomorrow I'll try to make it layout some gui element. 3 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. 2 weeks 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. 2 weeks ago
color.hpp I now have a semi-functional GUI system that uses the ECS style to build gui elements rather than inheritance. 3 weeks 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. 4 weeks ago
combat_ui.cpp Level traversal works, but it's very immediate. Next is a little 'confirm level' modal and a transition screen. 2 weeks ago
combat_ui.hpp Level traversal works, but it's very immediate. Next is a little 'confirm level' modal and a transition screen. 2 weeks ago
components.cpp Inventory system basically works now but is in a alpha hack stage. Time to refactor. 2 weeks ago
components.hpp Refactored inventory some so that the UI is not so knowing of the internals. 2 weeks ago
config.cpp Amit's code mostly converted to use the new texture.hpp but there's an error on line amt/pixel.hpp:472 2 months ago
config.hpp Finished the first pass of moving everything around and cleaning up as much as possible. 2 months ago
constants.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. 2 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 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
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. 4 weeks ago
dinkyecs.hpp Basic simple animations where the enemies just move forward. 2 weeks ago
easings.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. 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. 3 weeks ago
fsm.hpp Trying out an FSM for controlling the main loop. 1 month ago
guecs.cpp Going into a well triggers a little 'loading screen' that's currently faked. Click on it to continue. 2 weeks ago
guecs.hpp Going into a well triggers a little 'loading screen' that's currently faked. Click on it to continue. 2 weeks ago
gui_fsm.cpp Also allow mouse clicks to stop autowalk. 2 weeks ago
gui_fsm.hpp Now if you pass a simple t as an arg it will do a fast autowalk at the start, mostly for testing. 2 weeks ago
inventory.cpp Level traversal works, but it's very immediate. Next is a little 'confirm level' modal and a transition screen. 2 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. 2 weeks ago
lel.cpp I now have a semi-functional GUI system that uses the ECS style to build gui elements rather than inheritance. 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. 3 weeks ago
lel_parser.cpp New design on LEL that's way more sane and allows for more flexible columns and rows. 3 weeks ago
lel_parser.rl New design on LEL that's way more sane and allows for more flexible columns and rows. 3 weeks ago
levelmanager.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. 2 weeks ago
levelmanager.hpp Level traversal works, but it's very immediate. Next is a little 'confirm level' modal and a transition screen. 2 weeks ago
lights.cpp Wasn't even using MAX so changed to just a simple BOOST variable that can become a config. 2 weeks ago
lights.hpp Wasn't even using MAX so changed to just a simple BOOST variable that can become a config. 2 weeks ago
main.cpp Now if you pass a simple t as an arg it will do a fast autowalk at the start, mostly for testing. 2 weeks ago
main_ui.cpp Level traversal works better now, compass is accurate, and direction is maintained when you traverse. 2 weeks ago
main_ui.hpp Level traversal works better now, compass is accurate, and direction is maintained when you traverse. 2 weeks ago
map.cpp Level traversal works better now, compass is accurate, and direction is maintained when you traverse. 2 weeks ago
map.hpp Level traversal works better now, compass is accurate, and direction is maintained when you traverse. 2 weeks ago
map_view.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. 2 weeks ago
map_view.hpp Clean up the GUI some by moving the map_view out into its own file. 4 weeks ago
matrix.cpp Brought over a bunch of code from the roguelike and now will use it to generate a random map. 1 month ago
matrix.hpp Brought over a bunch of code from the roguelike and now will use it to generate a random map. 1 month ago
meson.build 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. 2 weeks ago
meson.options Add the tracy wrap and meson options. 2 months ago
overlay_ui.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. 2 weeks ago
overlay_ui.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. 2 weeks ago
panel.cpp 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. 4 weeks ago
panel.hpp 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. 4 weeks ago
pathing.cpp Brought over a bunch of code from the roguelike and now will use it to generate a random map. 1 month ago
pathing.hpp Brought over a bunch of code from the roguelike and now will use it to generate a random map. 1 month ago
point.hpp BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail. 4 weeks ago
rand.cpp Brought over a bunch of code from the roguelike and now will use it to generate a random map. 1 month ago
rand.hpp Brought over a bunch of code from the roguelike and now will use it to generate a random map. 1 month ago
raycaster.cpp Level traversal works better now, compass is accurate, and direction is maintained when you traverse. 2 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. 2 weeks ago
render.cpp 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. 4 weeks ago
render.hpp Have a sort of left gui going but not sure if I like it as a real texture yet. Will need to play with it more. 4 weeks ago
save.cpp BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail. 4 weeks ago
save.hpp BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail. 4 weeks ago
shiterator.hpp Brought over a bunch of code from the roguelike and now will use it to generate a random map. 1 month ago
sound.cpp Level traversal works better now, compass is accurate, and direction is maintained when you traverse. 2 weeks ago
sound.hpp Level traversal works better now, compass is accurate, and direction is maintained when you traverse. 2 weeks 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. 2 weeks 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. 2 weeks ago
stats.cpp 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. 2 months ago
stats.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. 2 weeks ago
status_ui.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. 2 weeks ago
status_ui.hpp Level traversal works, but it's very immediate. Next is a little 'confirm level' modal and a transition screen. 2 weeks ago
systems.cpp Level traversal works, but it's very immediate. Next is a little 'confirm level' modal and a transition screen. 2 weeks ago
systems.hpp Refactored inventory some so that the UI is not so knowing of the internals. 2 weeks ago
textures.cpp Level traversal works better now, compass is accurate, and direction is maintained when you traverse. 2 weeks ago
textures.hpp Level traversal works better now, compass is accurate, and direction is maintained when you traverse. 2 weeks 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. 4 weeks 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. 4 weeks 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. 2 weeks ago
worldbuilder.hpp Inventory system basically works now but is in a alpha hack stage. Time to refactor. 2 weeks 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.

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?