Zed A. Shaw
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eb350698aa
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Only default mute sounds in debug.
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2025-04-25 02:12:44 -04:00 |
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Zed A. Shaw
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35ced58cc9
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Shaders now are managed by a manger that can do hot reloading and it also will detect a bad shader and use an ERROR shader so you know it's busted visually.
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2025-04-13 17:11:21 -04:00 |
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Zed A. Shaw
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6c9016eb0f
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After some prototyping I have what I think I want for the map. Just a simple piece of paper you take out that has the ASCII map on it.
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2025-03-21 02:51:02 -04:00 |
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Zed A. Shaw
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1aa6674e42
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Created a nice utility library for doing animations, and used it in the ritual crafting UI.
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2025-03-20 01:10:01 -04:00 |
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Zed A. Shaw
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fc66d221d4
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Now have the ability to do partial solutions that will create potential paths to the goal, and a test that runs the scripts from plans in different scenarios. Also, this ai_debug thing needs some work.
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2025-03-11 15:33:14 -04:00 |
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Zed A. Shaw
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a34becdaeb
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A simple A* pathing function that works on maps, but I'll be changing it to do the GOAP pathing.
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2025-03-08 23:23:29 -05:00 |
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Zed A. Shaw
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b68fd249ca
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Catch a system error that OSX's SFML produces since it's at the end and looks like just a cleanup mistake.
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2025-03-06 22:22:42 -05:00 |
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Zed A. Shaw
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28b900e4ff
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Finally created an installer so people can try the game.
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2025-03-05 13:39:38 -05:00 |
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Zed A. Shaw
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a3f6ba3c03
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Refactored the bossfight_ui so it will work with any description of a boss fight.
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2025-03-02 12:36:08 -05:00 |
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Zed A. Shaw
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43835da88f
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Bosses and other enemies now have a 2 frame animation, the first boss the Rat King now screams at you and attacks.
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2025-03-01 13:41:42 -05:00 |
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Zed A. Shaw
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033358749f
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Animations now have an easing/ease_rate setting that will do a dynamic scaling effect on them during the animation sequence.
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2025-03-01 00:24:19 -05:00 |
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Zed A. Shaw
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a0c0308461
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More boss fight UI done and a bit of ambient sound working.
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2025-02-28 00:52:48 -05:00 |
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Zed A. Shaw
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d4355a608d
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Now have an autowalker class that allows me to drive the game from an external source.
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2025-02-26 13:39:25 -05:00 |
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Zed A. Shaw
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d03abba8e4
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Now if you pass a simple t as an arg it will do a fast autowalk at the start, mostly for testing.
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2025-02-26 12:43:12 -05:00 |
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Zed A. Shaw
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14c7f660de
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Level traversal works better now, compass is accurate, and direction is maintained when you traverse.
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2025-02-26 10:39:30 -05:00 |
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Zed A. Shaw
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e9accf14e6
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Going into a well triggers a little 'loading screen' that's currently faked. Click on it to continue.
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2025-02-25 03:01:07 -05:00 |
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Zed A. Shaw
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20cbc3a21c
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Working sound system and most enemies have a sound effect. This will make it easier to add sounds now.
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2025-02-22 12:48:37 -05:00 |
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Zed A. Shaw
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4b333c6684
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Fix the mouse so that it's discrete and one click means on action.
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2025-02-21 12:32:55 -05:00 |
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Zed A. Shaw
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0260e3d345
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Textures and sprites are now managed by a single module in textures.hpp, and even though it is a _single_ location to access all sprites it is NOT a singleton. Those are illegal.
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2025-02-21 03:32:44 -05:00 |
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Zed A. Shaw
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f3e1413022
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Intermediate refactor to move everything over to using the textures module rather than everyone using one TexturePack thing.
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2025-02-21 03:00:56 -05:00 |
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Zed A. Shaw
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a7a60ad35c
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Initial start of the refactoring of gui.cpp into two classes, the gui::FSM will be used to controll all of the other UIs in the game, and evetnually will be pretty dumb.
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2025-02-20 23:18:18 -05:00 |
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Zed A. Shaw
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8a6b38c1a4
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Start of V1 combat system where you get locked into combat when in range and have to work the turn system to get out.
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2025-02-13 14:39:04 -05:00 |
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Zed A. Shaw
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d798d154ae
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We now have a full map that's basically the same mapping system from Roguish. There's a bug right now where it needs you to move once to calc the light and it's not being centered, but it does work.
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2025-02-07 19:32:00 -05:00 |
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Zed A. Shaw
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1d3a76e5ee
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Refactored out main.cpp to be a separate gui and using an FSM to keep the turn based nature straight.
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2025-02-04 12:56:20 -05:00 |
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Zed A. Shaw
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7228bdf210
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Trying out an FSM for controlling the main loop.
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2025-02-04 00:52:54 -05:00 |
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Zed A. Shaw
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740e30cb2b
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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?
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2025-02-03 14:17:20 -05:00 |
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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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