A retro style homage to 80s dungeon crawlers hand crafted in C++.
Find a file
2025-01-23 11:24:06 -05:00
amt 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
assets Now the sprites are rendered in the 3d scene with just SFML sprites. 2025-01-23 11:24:06 -05:00
magick Some quick hacks that do the seamless texture splits. 2025-01-22 11:14:57 -05:00
scratchpad Now the sprites are rendered in the 3d scene with just SFML sprites. 2025-01-23 11:24:06 -05:00
scripts Tweaking the build to turn on various debug options in GCC and enable -Wall -Werror on only our executable configs because turning them on globally causes most of the dependencies to fail. One thing to note is if you try to move the -D_GLIBCXX options from the project() to the executable() then you get segfaults inside the libc++ and other places. This is because the ABI changes when you enable these options, so you have to recompile _all_ dependencies with these options. 2025-01-19 04:02:42 -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
tracy 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
wraps Tweaking the build to turn on various debug options in GCC and enable -Wall -Werror on only our executable configs because turning them on globally causes most of the dependencies to fail. One thing to note is if you try to move the -D_GLIBCXX options from the project() to the executable() then you get segfaults inside the libc++ and other places. This is because the ABI changes when you enable these options, so you have to recompile _all_ dependencies with these options. 2025-01-19 04:02:42 -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 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
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 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
Makefile 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
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 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
meson.options Add the tracy wrap and meson options. 2025-01-18 13:33:45 -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 Now the sprites are rendered in the 3d scene with just SFML sprites. 2025-01-23 11:24:06 -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 Now the sprites are rendered in the 3d scene with just SFML sprites. 2025-01-23 11:24:06 -05:00
texture.hpp 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

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