A retro style homage to 80s dungeon crawlers hand crafted in C++.
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2025-01-18 11:14:00 -05:00
amt Brought in a fix suggested by Amit but still didn't improve perf. I'll use that to see how Tracy works. 2025-01-18 11:14:00 -05:00
assets 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
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 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
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
constants.hpp 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
dbc.cpp 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
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
dbg.h 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
main.cpp 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
Makefile 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
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 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
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 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
raycaster.hpp 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
README.md Add a README to start. Not much in it. 2025-01-05 10:10:11 -05:00
stats.cpp 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
stats.hpp 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
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 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

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