Exploring raycasters and possibly make a little "doom like" game based on it.
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raycaster/tests
Zed A. Shaw 931d9493d2 The raycaster can now pair a floor with a ceiling tile and to demonstrate this I have a blue light that shines on to a stone floor. I also played with just pixelating a regular image rather than painting it and honestly it looks better in a lot of ways. 6 days 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. 2 months 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. 3 months ago
amt_matrix.cpp Brought in some of amit's code to study and try out. amt/ has it. 5 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. 2 months 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. 4 months ago
base.cpp First build that actually works. SDL_main errors before but didn't figure out the cause. 5 months ago
battle.cpp Working on a better character view. 2 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. 3 months ago
cyclic_rituals.json Prep for the next cleaning quality cycle. 3 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?). 3 months ago
dijkstra.json Brought over a bunch of code from the roguelike and now will use it to generate a random map. 4 months ago
dinkyecs.cpp Make the DinkyECS test fully isolated. 4 months ago
easings.cpp Final little fixes for testing. 3 months ago
fsm.cpp Working on a better character view. 2 weeks 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. 4 months ago
levelmanager.cpp Brought over a bunch of code from the roguelike and now will use it to generate a random map. 4 months ago
lighting.cpp Trying a new 'glowing moss' texture to sort out how to make the raycaster alter the light of a surface that has its own light. 1 week ago
map.cpp Trying a new 'glowing moss' texture to sort out how to make the raycaster alter the light of a surface that has its own light. 1 week ago
matrix.cpp Add some debug boxes around the fonts to figure out why they aren't vertically centered. 4 months ago
mazes.cpp Refactored the maze functions to be a builder that can do different things to the maze. Also when I hit p in the game it'll save the map to a file. This was extremely hard for no reason. 2 weeks ago
pathing.cpp Quick renaming of stuff to be more generic as 'AI'. Now maybe I can get some sweet sweet investor money. 3 months ago
rituals.cpp Working on a better character view. 2 weeks ago
save.cpp BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail. 4 months ago
shaders.cpp The reload mechanism for shaders is a bit better, but still to make them unique. 2 months 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. 3 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. 3 months ago
stats.cpp Now have a simple stats test. 3 months ago
textures.cpp The raycaster can now pair a floor with a ceiling tile and to demonstrate this I have a blue light that shines on to a stone floor. I also played with just pixelating a regular image rather than painting it and honestly it looks better in a lot of ways. 6 days ago