Zed A. Shaw
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cdbd83ded7
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Fix crash in matrix when pixelbuf is copied.
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2 years ago |
Zed A. Shaw
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f88eca9cd9
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Implemented a dumb lighting system.
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2 years 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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2 years 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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2 years 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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2 years 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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2 years 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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2 years 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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2 years ago |
Zed A. Shaw
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c9d4b7ed1e
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Sprite rendering cleanup started.
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2 years 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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2 years 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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2 years 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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2 years 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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2 years 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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2 years 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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2 years 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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2 years 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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2 years 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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2 years 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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2 years 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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2 years ago |
Zed A. Shaw
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eee66720b7
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Annotate the ceiling/floor rendering.
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2 years 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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2 years 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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2 years ago |
Zed A. Shaw
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e8803f0ad7
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My gdb debug thing.
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2 years ago |
Zed A. Shaw
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1b7763167c
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Need the textures for the game. NOTOWNEDBYME.
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2 years ago |
Zed A. Shaw
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b18b27e23c
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Goodbye fenster, you were fun but I need something more stable and easier to live with.
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2 years ago |
Zed A. Shaw
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22b3299fb6
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Mostly working textures, an ability to look up/down (pitch) and ready to read in images for the textures.
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2 years ago |
Zed A. Shaw
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c1b7df1850
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New raycaster based on Lode's tutorial works, now to add textures.
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2 years ago |
Zed A. Shaw
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96b44a4eb2
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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'.
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2 years ago |
Zed A. Shaw
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75a927e192
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Removed some of the constants to make it easier to change later.
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2 years ago |
Zed A. Shaw
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35f6fcc01d
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We now have a scene we can twirl around and we can see the rays being cast in the left side.
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2 years ago |
Zed A. Shaw
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b30ac77049
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Can now use keys to move around.
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2 years ago |
Zed A. Shaw
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972b432d51
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Basic fenster rewrite of the original sfml version, but need to bring back the keyboard controls.
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2 years ago |
Zed A. Shaw
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80ac4cefba
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Initial setup for the fenster based raycaster.
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2 years ago |
Zed A. Shaw
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d5047c00e2
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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...
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2 years ago |
Zed A. Shaw
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e8a32ba9f3
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Tinkered with strafing but I too dumb.
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2 years ago |
Zed A. Shaw
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f98c9ddb91
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Make timcaster work so people can walk around inside their computer's ram until it crashes.
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2 years ago |
Zed A. Shaw
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cf539296a5
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Raycaster is smoother without changing much. Big debate is should left-right and forward-back at the same time cancel out motion or should they be exclusive since you can't do both.
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2 years ago |
Zed A. Shaw
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bf77723f70
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Fixed the map view on the left so it shows the correct visible squares.
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2 years ago |
Zed A. Shaw
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ec332a3e2d
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Small tweak to allow changing the map, and then added a hirdrac suggestion to vsync.
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2 years ago |
Zed A. Shaw
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d5a372e751
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Basic transliteration of the pycaster.py to work in SFML. The grid map on the left doesn't work right, but the rendering on the right does. Also the key detection is using discrete keypress instead of key up/down.
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2 years ago |
Zed A. Shaw
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faead338e2
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Add a README to start. Not much in it.
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2 years ago |
Zed A. Shaw
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ca80736d7c
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First cut at a replica of the python raycaster. Left side almost works the same but have to sort out math differences.
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2 years ago |
Zed A. Shaw
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6b181382bd
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First build that actually works. SDL_main errors before but didn't figure out the cause.
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2 years ago |