raycaster/assets
2025-01-23 11:24:06 -05:00
..
armored_knight_1-256.png Now the sprites are rendered in the 3d scene with just SFML sprites. 2025-01-23 11:24:06 -05:00
ceiling_test-256.png Made a seamless wood wall and tried it but back to brick. 2025-01-22 11:13:39 -05:00
ceiling_worm-256.png Added a ceiling worm enemy for fun but not really that good. 2025-01-20 11:27:00 -05:00
config.json Finished the first pass of moving everything around and cleaning up as much as possible. 2025-01-17 03:45:05 -05:00
evil_eye_test-256.png Now the sprites are rendered in the 3d scene with just SFML sprites. 2025-01-23 11:24:06 -05:00
evileye.png Saw some tutorials on Photobashing and used the technique to bang out an Evil Eye and some wall/ceiling/floor textures with a painterly style. The Evil Eye is a collage of a shark an eye and some eels. 2025-01-20 06:13:32 -05:00
floor_tile_test-256.png Fixed up the floor and ceiling textures to not have seams. 2025-01-22 06:17:28 -05:00
portal.png Fixed up the floor and ceiling textures to not have seams. 2025-01-22 06:17:28 -05:00
teleporter.png Reworked the files before the big cleanup of the code. 2025-01-15 10:26:44 -05:00
text.otf 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
tile01.png Fixed up the floor and ceiling textures to not have seams. 2025-01-22 06:17:28 -05:00
tile02.png Reworked the files before the big cleanup of the code. 2025-01-15 10:26:44 -05:00
tile03.png Reworked the files before the big cleanup of the code. 2025-01-15 10:26:44 -05:00
tile05.png Reworked the files before the big cleanup of the code. 2025-01-15 10:26:44 -05:00
tile06.png Reworked the files before the big cleanup of the code. 2025-01-15 10:26:44 -05:00
tile07.png Reworked the files before the big cleanup of the code. 2025-01-15 10:26:44 -05:00
tile08.png Reworked the files before the big cleanup of the code. 2025-01-15 10:26:44 -05:00
tile09.png Reworked the files before the big cleanup of the code. 2025-01-15 10:26:44 -05:00
tile10.png Made a seamless wood wall and tried it but back to brick. 2025-01-22 11:13:39 -05:00
tile11.png Reworked the files before the big cleanup of the code. 2025-01-15 10:26:44 -05:00
tile12.png Reworked the files before the big cleanup of the code. 2025-01-15 10:26:44 -05:00
tile13.png Reworked the files before the big cleanup of the code. 2025-01-15 10:26:44 -05:00
tile15.png Reworked the files before the big cleanup of the code. 2025-01-15 10:26:44 -05:00
tile16.png Reworked the files before the big cleanup of the code. 2025-01-15 10:26:44 -05:00
tile17.png Reworked the files before the big cleanup of the code. 2025-01-15 10:26:44 -05:00
tile30.png Reworked the files before the big cleanup of the code. 2025-01-15 10:26:44 -05:00
tile31.png Reworked the files before the big cleanup of the code. 2025-01-15 10:26:44 -05:00
tile32.png Fixed up the floor and ceiling textures to not have seams. 2025-01-22 06:17:28 -05:00
undead_peasant-256.png 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
wall_texture_test-256.png Fixed up the floor and ceiling textures to not have seams. 2025-01-22 06:17:28 -05:00
wood_barrel_large-256.png Fixed up the floor and ceiling textures to not have seams. 2025-01-22 06:17:28 -05:00
wood_wall-256.png Made a seamless wood wall and tried it but back to brick. 2025-01-22 11:13:39 -05:00