Zed A. Shaw
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3394de064c
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New scripting style mazes incorporated.
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2026-03-13 11:36:21 -04:00 |
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Zed A. Shaw
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9001af214a
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Maze scripts now work reliably.
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2026-03-13 10:41:42 -04:00 |
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Zed A. Shaw
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c615f4fc1e
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Can now script maze gen with a json.
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2026-03-13 01:55:26 -04:00 |
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Zed A. Shaw
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a71d6340db
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Tests now run the repair() step.
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2026-03-13 00:36:49 -04:00 |
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Zed A. Shaw
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e6fcbd8dcf
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Maze gen can now more efficiently produce an interesting map that is fully pathable.
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2026-03-12 00:54:34 -04:00 |
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Zed A. Shaw
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f85ae8a6c6
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Better map generation and a test that re-rolls maps that aren't valid to figure out the stats of map gen failures.
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2026-03-11 12:31:51 -04:00 |
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Zed A. Shaw
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8090251a71
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I can validate that a map is pathable, but can't fix it.
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2026-03-10 00:42:58 -04:00 |
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Zed A. Shaw
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74f92dfe2c
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Gave up on adding a buffer and I'll just let rooms be near eachother. Seems to produce interesting results anyway.
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2026-03-09 11:12:26 -04:00 |
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Zed A. Shaw
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8b129aea6b
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More refinement of the maps. Now the inner box won't have rooms in it and I can mark a region free of rooms. Rooms also have a guaranteed door.
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2026-03-08 12:25:40 -04:00 |
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Zed A. Shaw
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fb41c153c1
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With some help from chat I sorted out how to randomize rooms without overlap.
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2026-03-08 03:28:49 -04:00 |
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Zed A. Shaw
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47c0d4a5f0
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Initial fix for large center rooms not having entry exit.
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2026-03-07 00:10:42 -05:00 |
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Zed A. Shaw
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da7f24c126
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Fix the const.
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2026-03-06 11:52:52 -05:00 |
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Zed A. Shaw
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13d1f54f09
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By compiling the code into a .a file I can avoid meson's weird duplication of compiled .o files, cutting build times in half on average.
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2026-03-06 11:26:44 -05:00 |
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Zed A. Shaw
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f0b04107ab
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Best I can do to simplify the check(fmt::format)crap is to make a little macro to do the format part.
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2026-03-05 12:39:22 -05:00 |
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Zed A. Shaw
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6710469ee1
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First attempt at cutting down the amount of recompiles for the tools, but maybe I just have meson only build the tool when I run it?
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2026-03-04 00:09:25 -05:00 |
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Zed A. Shaw
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56b4580466
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Moving to a 'less constructors' style.
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2026-03-03 23:55:28 -05:00 |
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Zed A. Shaw
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ea791270b3
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Move to c++23 and clean up of raycaster.
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2026-03-03 23:33:32 -05:00 |
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Zed A. Shaw
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91ab5eb624
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Some more rayview cleanup.
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2026-03-01 14:04:22 -05:00 |
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Zed A. Shaw
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dd3952d5c1
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Refactor the raycaster to separate update from render.
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2026-02-28 12:22:03 -05:00 |
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Zed A. Shaw
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0ff5fd1980
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First step to a normal update/render loop.
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2026-02-28 10:59:28 -05:00 |
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Zed A. Shaw
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46c6fce47e
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Simple fix to make the story and boss fight scenes work.
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2026-02-28 10:46:51 -05:00 |
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Zed A. Shaw
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5179f1c781
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Final move of files to a better place. Only thing in the root is very common stuff.
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2026-02-27 15:10:17 -05:00 |
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Zed A. Shaw
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ebe84c4d78
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Most files moved, now the stragglers.
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2026-02-27 14:48:16 -05:00 |
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Zed A. Shaw
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f460add0af
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Graphics reorg done.
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2026-02-27 14:11:13 -05:00 |
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Zed A. Shaw
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86a9f815c1
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animation and lights moved to graphics
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2026-02-27 13:57:44 -05:00 |
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Zed A. Shaw
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229ad2dd95
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Textures and palette moved to graphics.
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2026-02-27 13:09:44 -05:00 |
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Zed A. Shaw
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b91e9ffaf6
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Algos directory is setup.
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2026-02-27 12:07:01 -05:00 |
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Zed A. Shaw
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0064664556
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Matrix moved.
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2026-02-27 11:43:14 -05:00 |
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Zed A. Shaw
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5863920105
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Combat is now working.
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2026-02-27 11:28:56 -05:00 |
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Zed A. Shaw
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13ec422aae
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AI is now moved.
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2026-02-27 11:21:42 -05:00 |
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Zed A. Shaw
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1d4ae911b9
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Files are now in a src directory and I'm using a src/meson.build and tests/meson.build to specify what to build.
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2026-02-27 10:49:19 -05:00 |
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