A retro style homage to 80s dungeon crawlers hand crafted in C++.
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2025-01-17 15:10:03 -05:00
amt Fix crash in matrix when pixelbuf is copied. 2025-01-17 12:07:20 -05:00
assets Finished the first pass of moving everything around and cleaning up as much as possible. 2025-01-17 03:45:05 -05:00
scratchpad Reworked the files before the big cleanup of the code. 2025-01-15 10:26:44 -05:00
scripts First build that actually works. SDL_main errors before but didn't figure out the cause. 2025-01-02 11:47:02 -05:00
tests Brought in some of amit's code to study and try out. amt/ has it. 2025-01-16 12:50:25 -05:00
wraps 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
.gdbinit My gdb debug thing. 2025-01-13 13:39:12 -05:00
.gitignore First build that actually works. SDL_main errors before but didn't figure out the cause. 2025-01-02 11:47:02 -05:00
.vimrc_proj First build that actually works. SDL_main errors before but didn't figure out the cause. 2025-01-02 11:47:02 -05:00
config.cpp Amit's code mostly converted to use the new texture.hpp but there's an error on line amt/pixel.hpp:472 2025-01-17 11:36:03 -05:00
config.hpp Finished the first pass of moving everything around and cleaning up as much as possible. 2025-01-17 03:45:05 -05:00
dbc.cpp 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
dbc.hpp 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
main.cpp 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
Makefile 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
matrix.cpp 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
matrix.hpp Fenscaster is now using the first version of Lode's DDA raycasting algorithm but the coordinates/angles in the left map view don't matchthe right view, and the right view distorts the distance to far wall so they're viewed at 'infinity'. 2025-01-09 12:54:00 -05:00
meson.build 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
miniaudio.cpp Initial setup for the fenster based raycaster. 2025-01-08 10:25:17 -05:00
miniaudio.h Initial setup for the fenster based raycaster. 2025-01-08 10:25:17 -05:00
point.hpp 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
raycaster.cpp 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
raycaster.hpp Finished the first pass of moving everything around and cleaning up as much as possible. 2025-01-17 03:45:05 -05:00
README.md Add a README to start. Not much in it. 2025-01-05 10:10:11 -05:00
texture.cpp Amit's code mostly converted to use the new texture.hpp but there's an error on line amt/pixel.hpp:472 2025-01-17 11:36:03 -05:00
texture.hpp Amit's code mostly converted to use the new texture.hpp but there's an error on line amt/pixel.hpp:472 2025-01-17 11:36:03 -05:00

Simple Raycaster Study

This is a study project for me to learn the raycasting technique. It's an older technique that's not really used much but I'm learning game dev historically and it's definitely been used in the past (Doom).

I've been told to look into the following as well:

https://en.wikipedia.org/wiki/Gilbert%E2%80%93Johnson%E2%80%93Keerthi_distance_algorithm