Commit graph

18 commits

Author SHA1 Message Date
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
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
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
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
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
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
2dfe5417b1 More cleaning of the Raycaster class to have no #defines for variables. Now it can be arbitrarily sized and positioned. 2025-01-16 12:19:33 -05:00
Zed A. Shaw
033d5cdfec More cleanup, mostly removing variables and simplifying the math. 2025-01-16 10:32:28 -05:00
Zed A. Shaw
113df851af 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. 2025-01-15 15:32:54 -05:00
Zed A. Shaw
e379bcd5ec 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. 2025-01-15 13:39:38 -05:00
Zed A. Shaw
d230b152cf BREAKING: This code does NOT work, but has a segv on startup on windows due to ...magic? 2025-01-15 12:25:09 -05:00
Zed A. Shaw
ca80736d7c First cut at a replica of the python raycaster. Left side almost works the same but have to sort out math differences. 2025-01-04 12:20:41 -05:00
Zed A. Shaw
6b181382bd First build that actually works. SDL_main errors before but didn't figure out the cause. 2025-01-02 11:47:02 -05:00