Zed A. Shaw
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48ac6603a8
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Implement a little junk camera on its own that we can use later for movement and views.
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2025-02-03 11:08:17 -05:00 |
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Zed A. Shaw
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976822ceb6
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Mostly working junk camera that can do turnbased lerp smooth motion.
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2025-02-03 10:17:59 -05:00 |
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Zed A. Shaw
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cbf0955786
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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.
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2025-02-01 14:39:08 -05:00 |
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Zed A. Shaw
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a67d25ee10
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Tiles now record their textures and this is loaded from the map then converted to an indexed integer on the fly.
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2025-01-31 13:37:01 -05:00 |
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Zed A. Shaw
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56d67aba28
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First hack to get a random gen map going.
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2025-01-30 13:23:12 -05:00 |
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Zed A. Shaw
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2daa1c9bd5
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Brought over a bunch of code from the roguelike and now will use it to generate a random map.
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2025-01-30 11:38:57 -05:00 |
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Zed A. Shaw
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071808a0f8
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Playing around with shaders for effects on the scene.
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2025-01-27 11:36:00 -05:00 |
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Zed A. Shaw
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b87217ff90
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Have a barely working animation thing that animates the evil eye when you click a button.
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2025-01-27 05:40:04 -05:00 |
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Zed A. Shaw
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51c1e04f61
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Made some progress on the refactoring but I need to start getting serious and not reworking this code to death.
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2025-01-26 19:22:27 -05:00 |
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Zed A. Shaw
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d397c02d38
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You can now stab stuff with a sword.
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2025-01-23 12:54:46 -05:00 |
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Zed A. Shaw
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da7075864b
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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.
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2025-01-23 02:42:43 -05:00 |
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Zed A. Shaw
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ce1476b117
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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.
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2025-01-20 06:13:32 -05:00 |
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Zed A. Shaw
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c98aa936ad
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The tracy directory now has an experiment in getting Tracy to work. It's _not_ as easy as it is touted to be.
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2025-01-19 12:58:05 -05:00 |
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Zed A. Shaw
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308fe4bed2
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Brought in Amit's latest and tweaked a few more build options for enabling some safety checks in GCC.
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2025-01-19 11:05:42 -05:00 |
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Zed A. Shaw
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831e15ca18
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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.
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2025-01-18 11:10:43 -05:00 |
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Zed A. Shaw
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53a151511e
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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.
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2025-01-18 03:18:44 -05:00 |
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Zed A. Shaw
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cf9682ed70
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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.
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2025-01-18 02:42:41 -05:00 |
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Zed A. Shaw
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7a74877849
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Fixed that crash and cleaned up more variables for some study next. I might also try out my debug macros.
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2025-01-18 00:44:25 -05:00 |
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Zed A. Shaw
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105c974f1c
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This converts it to SFML 3.0 but the build only runs on Windows at the moment.
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2025-01-17 15:10:03 -05:00 |
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Zed A. Shaw
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c91e8fc543
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Brought in Amit's latest and will now merge in my fixing from last night into his to get them synced up.
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2025-01-17 11:00:49 -05:00 |
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Zed A. Shaw
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adfb6367d7
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Finished the first pass of moving everything around and cleaning up as much as possible.
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2025-01-17 03:45:05 -05:00 |
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Zed A. Shaw
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2dfe5417b1
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More cleaning of the Raycaster class to have no #defines for variables. Now it can be arbitrarily sized and positioned.
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2025-01-16 12:19:33 -05:00 |
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Zed A. Shaw
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033d5cdfec
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More cleanup, mostly removing variables and simplifying the math.
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2025-01-16 10:32:28 -05:00 |
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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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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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