A retro style homage to 80s dungeon crawlers hand crafted in C++.
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2025-01-16 12:50:25 -05:00
amt Brought in some of amit's code to study and try out. amt/ has it. 2025-01-16 12:50:25 -05:00
assets Reworked the files before the big cleanup of the code. 2025-01-15 10:26:44 -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 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
.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
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 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
Makefile 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
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 Brought in some of amit's code to study and try out. amt/ has it. 2025-01-16 12:50:25 -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 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
raycaster.hpp 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
README.md Add a README to start. Not much in it. 2025-01-05 10:10:11 -05:00
sfmlcaster.cpp Reworked the files before the big cleanup of the code. 2025-01-15 10:26:44 -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