raycaster/src
2026-03-13 11:36:21 -04:00
..
ai Initial fix for large center rooms not having entry exit. 2026-03-07 00:10:42 -05:00
algos Maze scripts now work reliably. 2026-03-13 10:41:42 -04:00
boss Best I can do to simplify the check(fmt::format)crap is to make a little macro to do the format part. 2026-03-05 12:39:22 -05:00
combat Final move of files to a better place. Only thing in the root is very common stuff. 2026-02-27 15:10:17 -05:00
game New scripting style mazes incorporated. 2026-03-13 11:36:21 -04:00
graphics Gave up on adding a buffer and I'll just let rooms be near eachother. Seems to produce interesting results anyway. 2026-03-09 11:12:26 -04:00
gui Better map generation and a test that re-rolls maps that aren't valid to figure out the stats of map gen failures. 2026-03-11 12:31:51 -04:00
storyboard Best I can do to simplify the check(fmt::format)crap is to make a little macro to do the format part. 2026-03-05 12:39:22 -05:00
constants.hpp With some help from chat I sorted out how to randomize rooms without overlap. 2026-03-08 03:28:49 -04:00
dbc.cpp Best I can do to simplify the check(fmt::format)crap is to make a little macro to do the format part. 2026-03-05 12:39:22 -05:00
dbc.hpp Best I can do to simplify the check(fmt::format)crap is to make a little macro to do the format part. 2026-03-05 12:39:22 -05:00
events.hpp Files are now in a src directory and I'm using a src/meson.build and tests/meson.build to specify what to build. 2026-02-27 10:49:19 -05:00
main.cpp Better map generation and a test that re-rolls maps that aren't valid to figure out the stats of map gen failures. 2026-03-11 12:31:51 -04:00
meson.build By compiling the code into a .a file I can avoid meson's weird duplication of compiled .o files, cutting build times in half on average. 2026-03-06 11:26:44 -05:00