A retro style homage to 80s dungeon crawlers hand crafted in C++.
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2025-01-13 13:24:53 -05:00
fenster Removed some of the constants to make it easier to change later. 2025-01-08 13:32:38 -05:00
scratchpad New raycaster based on Lode's tutorial works, now to add textures. 2025-01-12 12:00:11 -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 First build that actually works. SDL_main errors before but didn't figure out the cause. 2025-01-02 11:47:02 -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
.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
charset.png 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
fenscaster.cpp Mostly working textures, an ability to look up/down (pitch) and ready to read in images for the textures. 2025-01-12 13:30:02 -05:00
Makefile First build that actually works. SDL_main errors before but didn't figure out the cause. 2025-01-02 11:47:02 -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 Goodbye fenster, you were fun but I need something more stable and easier to live with. 2025-01-13 13:24:53 -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
pycaster.py 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 Did a version of the raycaster that uses a pixel buffer sent to a texture that goes to a sprite that goes on a frog that's on a log on the bottom of the ocean under a tortoise that's carrying a sack that has the... 2025-01-07 12:49:06 -05:00
raycaster_pixels.cpp Did a version of the raycaster that uses a pixel buffer sent to a texture that goes to a sprite that goes on a frog that's on a log on the bottom of the ocean under a tortoise that's carrying a sack that has the... 2025-01-07 12:49:06 -05:00
README.md Add a README to start. Not much in it. 2025-01-05 10:10:11 -05:00
sfmlcaster.cpp Goodbye fenster, you were fun but I need something more stable and easier to live with. 2025-01-13 13:24:53 -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