This website works better with JavaScript.
Explore
Help
Sign In
learn-code-the-hard-way
/
raycaster
Watch
1
Star
0
Fork
You've already forked raycaster
0
Code
Issues
Pull Requests
Packages
Projects
Releases
1
Wiki
Activity
Exploring raycasters and possibly make a little "doom like" game based on it.
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
103
Commits
1
Branch
1
Tag
30 MiB
C++
92.6%
Shell
4%
Meson
1%
Ragel
1%
Python
0.6%
Other
0.6%
Tag:
Branch:
Tree:
9e91c71125
master
version-0.1
Branches
Tags
${ item.name }
Create tag
${ searchTerm }
Create branch
${ searchTerm }
from '9e91c71125'
${ noResults }
raycaster
/
assets
History
Zed A. Shaw
9e91c71125
BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail.
4 weeks ago
..
armored_knight_1-256.png
Switching back to 256px textures for most things, but the weapon works best as a 512px.
1 month ago
armored_knight_1-512.png
Tried out 512px tiles and sprites and they actually look like crap. They just look like bad textures not better painted. With 256 they look nicely pixelated.
1 month ago
ceiling_test-256.png
Switching back to 256px textures for most things, but the weapon works best as a 512px.
1 month ago
ceiling_test-512.png
Tried out 512px tiles and sprites and they actually look like crap. They just look like bad textures not better painted. With 256 they look nicely pixelated.
1 month ago
ceiling_worm-256.png
Switching back to 256px textures for most things, but the weapon works best as a 512px.
1 month ago
cinqueda_1-256.png
Switching back to 256px textures for most things, but the weapon works best as a 512px.
1 month ago
cinqueda_1-512.png
Tried out 512px tiles and sprites and they actually look like crap. They just look like bad textures not better painted. With 256 they look nicely pixelated.
1 month ago
config.json
Movement is more correct now since it uses the System::motion to do it for the player, which will always keep all the things updated. I also put placeholder barrels for all the non-combatant entities in the map. Finally, it still has the backup bug and now won't close when you close the window.
1 month ago
devices.json
BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail.
4 weeks ago
enemies.json
BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail.
4 weeks ago
evil_eye-sprites.png
Have a barely working animation thing that animates the evil eye when you click a button.
1 month ago
evil_eye_test-256.png
Switching back to 256px textures for most things, but the weapon works best as a 512px.
1 month ago
evil_eye_test-512.png
Tried out 512px tiles and sprites and they actually look like crap. They just look like bad textures not better painted. With 256 they look nicely pixelated.
1 month ago
floor_tile_test-256.png
Switching back to 256px textures for most things, but the weapon works best as a 512px.
1 month ago
floor_tile_test-512.png
Tried out 512px tiles and sprites and they actually look like crap. They just look like bad textures not better painted. With 256 they look nicely pixelated.
1 month ago
items.json
BROKEN: Big refactoring happening, so it compiles but game does not run and the tests fail.
4 weeks ago
monster-1.ogg
Playing around with shaders for effects on the scene.
1 month ago
text.otf
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
tiles.json
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.
1 month ago
undead_peasant-256.png
Switching back to 256px textures for most things, but the weapon works best as a 512px.
1 month ago
undead_peasant-spritesheet.png
Made a terrible animation sprite and then did a quick animation test. Won't keep it for now but this shows how it could work.
1 month ago
wall_simple-256.png
Brought over a bunch of code from the roguelike and now will use it to generate a random map.
1 month ago
wall_texture_test-256.png
Switching back to 256px textures for most things, but the weapon works best as a 512px.
1 month ago
wall_texture_test-512.png
Tried out 512px tiles and sprites and they actually look like crap. They just look like bad textures not better painted. With 256 they look nicely pixelated.
1 month ago
wall_with_pillars-256.png
Brought over a bunch of code from the roguelike and now will use it to generate a random map.
1 month ago
wall_with_vines-256.png
Brought over a bunch of code from the roguelike and now will use it to generate a random map.
1 month ago
wood_barrel_large-256.png
Switching back to 256px textures for most things, but the weapon works best as a 512px.
1 month ago
wood_barrel_large-512.png
Tried out 512px tiles and sprites and they actually look like crap. They just look like bad textures not better painted. With 256 they look nicely pixelated.
1 month ago
wood_wall-256.png
Switching back to 256px textures for most things, but the weapon works best as a 512px.
1 month ago
wood_wall-512.png
Tried out 512px tiles and sprites and they actually look like crap. They just look like bad textures not better painted. With 256 they look nicely pixelated.
1 month ago