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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51858ea399
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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.
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2025-01-25 12:02:57 -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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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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c9d4b7ed1e
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Sprite rendering cleanup started.
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2025-01-16 11:21:49 -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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