Exploring raycasters and possibly make a little "doom like" game based on it.
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Zed A. Shaw cf9682ed70 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
amt Updated Amit's code to run in sfml 3.0 2 months ago
assets 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
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 Brought in some of amit's code to study and try out. amt/ has it. 2 months ago
wraps This converts it to SFML 3.0 but the build only runs on Windows at the moment. 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 Brought in Amit's latest and will now merge in my fixing from last night into his to get them synced up. 2 months ago
README.md Add a README to start. Not much in it. 2 months 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 Fixed that crash and cleaned up more variables for some study next. I might also try out my debug macros. 2 months 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
main.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
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 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
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 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
raycaster.hpp Fixed that crash and cleaned up more variables for some study next. I might also try out my debug macros. 2 months 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 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
texture.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
texture.hpp Fixed that crash and cleaned up more variables for some study next. I might also try out my debug macros. 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