Zed A. Shaw
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113df851af
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Way better in the structure but still a lot of work to do. However, just by moving variables to better locations, taking things out of loops that don't need to be recalulated, etc. this is already 50% of the CPU/GPU usage as the previous version.
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2025-01-15 15:32:54 -05:00 |
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Zed A. Shaw
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e379bcd5ec
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Next step in the refactoring with everything in a different file and running. The bug from the previous commit was due to the pixel buffer making the Raycaster object too large for the stack. If you get __chkstk_ms then you used too much stack.
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2025-01-15 13:39:38 -05:00 |
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Zed A. Shaw
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d230b152cf
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BREAKING: This code does NOT work, but has a segv on startup on windows due to ...magic?
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2025-01-15 12:25:09 -05:00 |
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Zed A. Shaw
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8eae4b9420
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Reworked the files before the big cleanup of the code.
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2025-01-15 10:26:44 -05:00 |
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Zed A. Shaw
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6533f950d2
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Quick and dirty idea for a poor-man's lighting effect.
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2025-01-14 20:07:37 -05:00 |
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Zed A. Shaw
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d6a2f83f10
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The sfmlrenderer now has a 3:4 aspect ratio which makes it look better, and then there's space for a gui on the left. I put some squares there to prototype the look.
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2025-01-14 14:19:27 -05:00 |
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Zed A. Shaw
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75a33084f8
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Got rid of the wolf3d textures and now using 256px textures that are open source. Added a simple portal that can go on the floor.
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2025-01-14 13:41:19 -05:00 |
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Zed A. Shaw
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e3596aeaa2
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The sprites now display and everything seems to work.
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2025-01-14 12:33:24 -05:00 |
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Zed A. Shaw
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93b7faa369
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Right before bringing in the code to render sprites, but after I restructured to have the sprite data.
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2025-01-14 10:54:27 -05:00 |
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Zed A. Shaw
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0828fb584e
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Now rendering at 1080p with no map, and can render the raycasting side at arbitrary dimensions.
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2025-01-13 23:38:57 -05:00 |
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Zed A. Shaw
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eee66720b7
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Annotate the ceiling/floor rendering.
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2025-01-13 22:42:48 -05:00 |
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Zed A. Shaw
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942bd052d4
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Bringing in some more realistic textures that are open source from https://opengameart.org/content/nekkrobox-world-textures
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2025-01-13 22:25:40 -05:00 |
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Zed A. Shaw
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1d6458ba19
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Implemented the next part of the tutorial with floors and ceilings.
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2025-01-13 14:24:19 -05:00 |
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Zed A. Shaw
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e8803f0ad7
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My gdb debug thing.
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2025-01-13 13:39:12 -05:00 |
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Zed A. Shaw
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1b7763167c
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Need the textures for the game. NOTOWNEDBYME.
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2025-01-13 13:38:20 -05:00 |
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Zed A. Shaw
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b18b27e23c
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Goodbye fenster, you were fun but I need something more stable and easier to live with.
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2025-01-13 13:24:53 -05:00 |
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Zed A. Shaw
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22b3299fb6
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Mostly working textures, an ability to look up/down (pitch) and ready to read in images for the textures.
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2025-01-12 13:30:02 -05:00 |
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Zed A. Shaw
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c1b7df1850
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New raycaster based on Lode's tutorial works, now to add textures.
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2025-01-12 12:00:11 -05:00 |
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Zed A. Shaw
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96b44a4eb2
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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'.
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2025-01-09 12:54:00 -05:00 |
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Zed A. Shaw
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75a927e192
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Removed some of the constants to make it easier to change later.
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2025-01-08 13:32:38 -05:00 |
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Zed A. Shaw
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35f6fcc01d
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We now have a scene we can twirl around and we can see the rays being cast in the left side.
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2025-01-08 13:22:14 -05:00 |
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Zed A. Shaw
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b30ac77049
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Can now use keys to move around.
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2025-01-08 13:02:06 -05:00 |
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Zed A. Shaw
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972b432d51
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Basic fenster rewrite of the original sfml version, but need to bring back the keyboard controls.
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2025-01-08 12:31:04 -05:00 |
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Zed A. Shaw
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80ac4cefba
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Initial setup for the fenster based raycaster.
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2025-01-08 10:25:17 -05:00 |
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Zed A. Shaw
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d5047c00e2
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Did a version of the raycaster that uses a pixel buffer sent to a texture that goes to a sprite that goes on a frog that's on a log on the bottom of the ocean under a tortoise that's carrying a sack that has the...
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2025-01-07 12:49:06 -05:00 |
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Zed A. Shaw
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e8a32ba9f3
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Tinkered with strafing but I too dumb.
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2025-01-06 12:19:38 -05:00 |
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Zed A. Shaw
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f98c9ddb91
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Make timcaster work so people can walk around inside their computer's ram until it crashes.
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2025-01-06 11:56:12 -05:00 |
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Zed A. Shaw
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cf539296a5
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Raycaster is smoother without changing much. Big debate is should left-right and forward-back at the same time cancel out motion or should they be exclusive since you can't do both.
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2025-01-06 11:41:44 -05:00 |
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Zed A. Shaw
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bf77723f70
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Fixed the map view on the left so it shows the correct visible squares.
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2025-01-06 10:59:55 -05:00 |
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Zed A. Shaw
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ec332a3e2d
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Small tweak to allow changing the map, and then added a hirdrac suggestion to vsync.
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2025-01-05 12:18:19 -05:00 |
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Zed A. Shaw
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d5a372e751
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Basic transliteration of the pycaster.py to work in SFML. The grid map on the left doesn't work right, but the rendering on the right does. Also the key detection is using discrete keypress instead of key up/down.
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2025-01-05 12:10:28 -05:00 |
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Zed A. Shaw
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faead338e2
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Add a README to start. Not much in it.
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2025-01-05 10:10:11 -05:00 |
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Zed A. Shaw
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ca80736d7c
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First cut at a replica of the python raycaster. Left side almost works the same but have to sort out math differences.
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2025-01-04 12:20:41 -05:00 |
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Zed A. Shaw
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6b181382bd
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First build that actually works. SDL_main errors before but didn't figure out the cause.
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2025-01-02 11:47:02 -05:00 |
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