Zed A. Shaw
|
1d3a76e5ee
|
Refactored out main.cpp to be a separate gui and using an FSM to keep the turn based nature straight.
|
2025-02-04 12:56:20 -05:00 |
|
Zed A. Shaw
|
7228bdf210
|
Trying out an FSM for controlling the main loop.
|
2025-02-04 00:52:54 -05:00 |
|
Zed A. Shaw
|
740e30cb2b
|
Strafing now works, thanks to rcr but needs a unit test on the camera and probbably a refactor so that rayview uses it or knows nothing about it?
|
2025-02-03 14:17:20 -05:00 |
|
Zed A. Shaw
|
48ac6603a8
|
Implement a little junk camera on its own that we can use later for movement and views.
|
2025-02-03 11:08:17 -05:00 |
|
Zed A. Shaw
|
976822ceb6
|
Mostly working junk camera that can do turnbased lerp smooth motion.
|
2025-02-03 10:17:59 -05:00 |
|
Zed A. Shaw
|
cbf0955786
|
Raycaster now controls the sprite locations with SpatialMap rather than the old way. Quick hack job in main.cpp that shows how they can move too.
|
2025-02-01 14:39:08 -05:00 |
|
Zed A. Shaw
|
a67d25ee10
|
Tiles now record their textures and this is loaded from the map then converted to an indexed integer on the fly.
|
2025-01-31 13:37:01 -05:00 |
|
Zed A. Shaw
|
9e3e347e4a
|
Fix a typo.
|
2025-01-30 13:28:32 -05:00 |
|
Zed A. Shaw
|
56d67aba28
|
First hack to get a random gen map going.
|
2025-01-30 13:23:12 -05:00 |
|
Zed A. Shaw
|
2daa1c9bd5
|
Brought over a bunch of code from the roguelike and now will use it to generate a random map.
|
2025-01-30 11:38:57 -05:00 |
|
Zed A. Shaw
|
8d3d3b4ec3
|
A quick warning in case people are funding the thing.
|
2025-01-28 02:45:02 -05:00 |
|
Zed A. Shaw
|
071808a0f8
|
Playing around with shaders for effects on the scene.
|
2025-01-27 11:36:00 -05:00 |
|
Zed A. Shaw
|
3519c73079
|
Remove some more junk from the texture thing.
|
2025-01-27 10:25:49 -05:00 |
|
Zed A. Shaw
|
d0d3c8bc04
|
Make the animator more official.
|
2025-01-27 10:13:32 -05:00 |
|
Zed A. Shaw
|
b87217ff90
|
Have a barely working animation thing that animates the evil eye when you click a button.
|
2025-01-27 05:40:04 -05:00 |
|
Zed A. Shaw
|
51c1e04f61
|
Made some progress on the refactoring but I need to start getting serious and not reworking this code to death.
|
2025-01-26 19:22:27 -05:00 |
|
Zed A. Shaw
|
6ed57cd4a8
|
Closer to what I want for sprite loading but still needs more work.
|
2025-01-25 12:19:14 -05:00 |
|
Zed A. Shaw
|
51858ea399
|
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.
|
2025-01-25 12:02:57 -05:00 |
|
Zed A. Shaw
|
0882851b3f
|
Switching back to 256px textures for most things, but the weapon works best as a 512px.
|
2025-01-25 08:29:01 -05:00 |
|
Zed A. Shaw
|
5e6f95513c
|
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.
|
2025-01-25 07:46:57 -05:00 |
|
Zed A. Shaw
|
d397c02d38
|
You can now stab stuff with a sword.
|
2025-01-23 12:54:46 -05:00 |
|
Zed A. Shaw
|
ad38f575a3
|
Now the sprites are rendered in the 3d scene with just SFML sprites.
|
2025-01-23 11:24:06 -05:00 |
|
Zed A. Shaw
|
da7075864b
|
Now have a basic sprite system that uses SFML's sprites, but the algorithm for determining how much of a sprite to display is wrong. Need to use the alternate algorithm from LODE's tutorial that draws sprites after rendering.
|
2025-01-23 02:42:43 -05:00 |
|
Zed A. Shaw
|
024d5b30e1
|
Some quick hacks that do the seamless texture splits.
|
2025-01-22 11:14:57 -05:00 |
|
Zed A. Shaw
|
15a2a69ac1
|
Made a seamless wood wall and tried it but back to brick.
|
2025-01-22 11:13:39 -05:00 |
|
Zed A. Shaw
|
5305aea077
|
Fixed up the floor and ceiling textures to not have seams.
|
2025-01-22 06:17:28 -05:00 |
|
Zed A. Shaw
|
fdc5931b96
|
Added a ceiling worm enemy for fun but not really that good.
|
2025-01-20 11:27:00 -05:00 |
|
Zed A. Shaw
|
ce1476b117
|
Saw some tutorials on Photobashing and used the technique to bang out an Evil Eye and some wall/ceiling/floor textures with a painterly style. The Evil Eye is a collage of a shark an eye and some eels.
|
2025-01-20 06:13:32 -05:00 |
|
Zed A. Shaw
|
c98aa936ad
|
The tracy directory now has an experiment in getting Tracy to work. It's _not_ as easy as it is touted to be.
|
2025-01-19 12:58:05 -05:00 |
|
Zed A. Shaw
|
308fe4bed2
|
Brought in Amit's latest and tweaked a few more build options for enabling some safety checks in GCC.
|
2025-01-19 11:05:42 -05:00 |
|
Zed A. Shaw
|
eef13bd325
|
Tried a few more things but nothing much worked. The weirdest was the lto options that failed to do even basic linking.
|
2025-01-19 04:49:37 -05:00 |
|
Zed A. Shaw
|
ea3dd204a1
|
Tweaking the build to turn on various debug options in GCC and enable -Wall -Werror on only our executable configs because turning them on globally causes most of the dependencies to fail. One thing to note is if you try to move the -D_GLIBCXX options from the project() to the executable() then you get segfaults inside the libc++ and other places. This is because the ABI changes when you enable these options, so you have to recompile _all_ dependencies with these options.
|
2025-01-19 04:02:42 -05:00 |
|
Zed A. Shaw
|
4c3049df14
|
Add the tracy wrap and meson options.
|
2025-01-18 13:33:45 -05:00 |
|
Zed A. Shaw
|
e5b4fed4ee
|
Bring in a first start to a Tracy enabled build but I have to learn more about how to run it.
|
2025-01-18 13:19:35 -05:00 |
|
Zed A. Shaw
|
6592e22075
|
Bring Amit's latest fix in and protect against the sprites rendering the texY value wrong sometimes.
|
2025-01-18 13:19:14 -05:00 |
|
Zed A. Shaw
|
379ec5846f
|
Brought in a fix suggested by Amit but still didn't improve perf. I'll use that to see how Tracy works.
|
2025-01-18 11:14:00 -05:00 |
|
Zed A. Shaw
|
831e15ca18
|
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.
|
2025-01-18 11:10:43 -05:00 |
|
Zed A. Shaw
|
53a151511e
|
Make it so that DNEBUG is forced on release build, and that the UI stats counter will show that this is a debug build or not via NDEBUG.
|
2025-01-18 03:18:44 -05:00 |
|
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.
|
2025-01-18 02:42:41 -05:00 |
|
Zed A. Shaw
|
e3e0f0a322
|
Found my online stats calc code. It's in C but I can rework it. This should work better for FPS calc.
|
2025-01-18 00:53:10 -05:00 |
|
Zed A. Shaw
|
7a74877849
|
Fixed that crash and cleaned up more variables for some study next. I might also try out my debug macros.
|
2025-01-18 00:44:25 -05:00 |
|
Zed A. Shaw
|
7fb2d5cf26
|
Updated Amit's code to run in sfml 3.0
|
2025-01-17 15:29:13 -05:00 |
|
Zed A. Shaw
|
105c974f1c
|
This converts it to SFML 3.0 but the build only runs on Windows at the moment.
|
2025-01-17 15:10:03 -05:00 |
|
Zed A. Shaw
|
cdbd83ded7
|
Fix crash in matrix when pixelbuf is copied.
|
2025-01-17 12:07:20 -05:00 |
|
Zed A. Shaw
|
f88eca9cd9
|
Implemented a dumb lighting system.
|
2025-01-17 12:03:49 -05:00 |
|
Zed A. Shaw
|
4d31a4daf2
|
Amit's code mostly converted to use the new texture.hpp but there's an error on line amt/pixel.hpp:472
|
2025-01-17 11:36:03 -05:00 |
|
Zed A. Shaw
|
c91e8fc543
|
Brought in Amit's latest and will now merge in my fixing from last night into his to get them synced up.
|
2025-01-17 11:00:49 -05:00 |
|
Zed A. Shaw
|
adfb6367d7
|
Finished the first pass of moving everything around and cleaning up as much as possible.
|
2025-01-17 03:45:05 -05:00 |
|
Zed A. Shaw
|
d47f6f996d
|
Bring in a row major version of Amit's matrix.
|
2025-01-16 13:38:14 -05:00 |
|
Zed A. Shaw
|
5e63272f24
|
Brought in some of amit's code to study and try out. amt/ has it.
|
2025-01-16 12:50:25 -05:00 |
|