Zed A. Shaw
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6ed57cd4a8
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Closer to what I want for sprite loading but still needs more work.
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1 year ago |
Zed A. Shaw
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51858ea399
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Made a terrible animation sprite and then did a quick animation test. Won't keep it for now but this shows how it could work.
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1 year ago |
Zed A. Shaw
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0882851b3f
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Switching back to 256px textures for most things, but the weapon works best as a 512px.
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1 year ago |
Zed A. Shaw
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5e6f95513c
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Tried out 512px tiles and sprites and they actually look like crap. They just look like bad textures not better painted. With 256 they look nicely pixelated.
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1 year ago |
Zed A. Shaw
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d397c02d38
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You can now stab stuff with a sword.
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1 year ago |
Zed A. Shaw
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ad38f575a3
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Now the sprites are rendered in the 3d scene with just SFML sprites.
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1 year ago |
Zed A. Shaw
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da7075864b
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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.
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1 year ago |
Zed A. Shaw
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024d5b30e1
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Some quick hacks that do the seamless texture splits.
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1 year ago |
Zed A. Shaw
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15a2a69ac1
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Made a seamless wood wall and tried it but back to brick.
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1 year ago |
Zed A. Shaw
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5305aea077
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Fixed up the floor and ceiling textures to not have seams.
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1 year ago |
Zed A. Shaw
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fdc5931b96
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Added a ceiling worm enemy for fun but not really that good.
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1 year ago |
Zed A. Shaw
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ce1476b117
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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.
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1 year ago |
Zed A. Shaw
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c98aa936ad
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The tracy directory now has an experiment in getting Tracy to work. It's _not_ as easy as it is touted to be.
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1 year ago |
Zed A. Shaw
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308fe4bed2
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Brought in Amit's latest and tweaked a few more build options for enabling some safety checks in GCC.
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1 year ago |
Zed A. Shaw
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eef13bd325
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Tried a few more things but nothing much worked. The weirdest was the lto options that failed to do even basic linking.
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1 year ago |
Zed A. Shaw
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ea3dd204a1
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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.
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1 year ago |
Zed A. Shaw
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4c3049df14
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Add the tracy wrap and meson options.
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1 year ago |
Zed A. Shaw
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e5b4fed4ee
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Bring in a first start to a Tracy enabled build but I have to learn more about how to run it.
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1 year ago |
Zed A. Shaw
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6592e22075
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Bring Amit's latest fix in and protect against the sprites rendering the texY value wrong sometimes.
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1 year ago |
Zed A. Shaw
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379ec5846f
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Brought in a fix suggested by Amit but still didn't improve perf. I'll use that to see how Tracy works.
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1 year ago |
Zed A. Shaw
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831e15ca18
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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.
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1 year ago |
Zed A. Shaw
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53a151511e
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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.
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1 year ago |
Zed A. Shaw
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cf9682ed70
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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.
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1 year ago |
Zed A. Shaw
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e3e0f0a322
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Found my online stats calc code. It's in C but I can rework it. This should work better for FPS calc.
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1 year ago |
Zed A. Shaw
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7a74877849
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Fixed that crash and cleaned up more variables for some study next. I might also try out my debug macros.
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1 year ago |
Zed A. Shaw
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7fb2d5cf26
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Updated Amit's code to run in sfml 3.0
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1 year ago |
Zed A. Shaw
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105c974f1c
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This converts it to SFML 3.0 but the build only runs on Windows at the moment.
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1 year ago |
Zed A. Shaw
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cdbd83ded7
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Fix crash in matrix when pixelbuf is copied.
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1 year ago |
Zed A. Shaw
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f88eca9cd9
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Implemented a dumb lighting system.
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1 year ago |
Zed A. Shaw
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4d31a4daf2
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Amit's code mostly converted to use the new texture.hpp but there's an error on line amt/pixel.hpp:472
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1 year ago |
Zed A. Shaw
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c91e8fc543
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Brought in Amit's latest and will now merge in my fixing from last night into his to get them synced up.
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1 year ago |
Zed A. Shaw
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adfb6367d7
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Finished the first pass of moving everything around and cleaning up as much as possible.
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1 year ago |
Zed A. Shaw
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d47f6f996d
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Bring in a row major version of Amit's matrix.
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1 year ago |
Zed A. Shaw
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5e63272f24
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Brought in some of amit's code to study and try out. amt/ has it.
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1 year ago |
Zed A. Shaw
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2dfe5417b1
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More cleaning of the Raycaster class to have no #defines for variables. Now it can be arbitrarily sized and positioned.
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1 year ago |
Zed A. Shaw
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c9d4b7ed1e
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Sprite rendering cleanup started.
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1 year ago |
Zed A. Shaw
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033d5cdfec
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More cleanup, mostly removing variables and simplifying the math.
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1 year ago |
Zed A. Shaw
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113df851af
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Way better in the structure but still a lot of work to do. However, just by moving variables to better locations, taking things out of loops that don't need to be recalulated, etc. this is already 50% of the CPU/GPU usage as the previous version.
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1 year ago |
Zed A. Shaw
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e379bcd5ec
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Next step in the refactoring with everything in a different file and running. The bug from the previous commit was due to the pixel buffer making the Raycaster object too large for the stack. If you get __chkstk_ms then you used too much stack.
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1 year ago |
Zed A. Shaw
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d230b152cf
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BREAKING: This code does NOT work, but has a segv on startup on windows due to ...magic?
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1 year ago |
Zed A. Shaw
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8eae4b9420
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Reworked the files before the big cleanup of the code.
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1 year ago |
Zed A. Shaw
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6533f950d2
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Quick and dirty idea for a poor-man's lighting effect.
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1 year ago |
Zed A. Shaw
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d6a2f83f10
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The sfmlrenderer now has a 3:4 aspect ratio which makes it look better, and then there's space for a gui on the left. I put some squares there to prototype the look.
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1 year ago |
Zed A. Shaw
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75a33084f8
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Got rid of the wolf3d textures and now using 256px textures that are open source. Added a simple portal that can go on the floor.
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1 year ago |
Zed A. Shaw
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e3596aeaa2
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The sprites now display and everything seems to work.
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1 year ago |
Zed A. Shaw
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93b7faa369
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Right before bringing in the code to render sprites, but after I restructured to have the sprite data.
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1 year ago |
Zed A. Shaw
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0828fb584e
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Now rendering at 1080p with no map, and can render the raycasting side at arbitrary dimensions.
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1 year ago |
Zed A. Shaw
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eee66720b7
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Annotate the ceiling/floor rendering.
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1 year ago |
Zed A. Shaw
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942bd052d4
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Bringing in some more realistic textures that are open source from https://opengameart.org/content/nekkrobox-world-textures
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1 year ago |
Zed A. Shaw
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1d6458ba19
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Implemented the next part of the tutorial with floors and ceilings.
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1 year ago |