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 |
Zed A. Shaw
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e8803f0ad7
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My gdb debug thing.
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1 year ago |
Zed A. Shaw
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1b7763167c
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Need the textures for the game. NOTOWNEDBYME.
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1 year 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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1 year 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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1 year 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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1 year 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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1 year 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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1 year 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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1 year ago |
Zed A. Shaw
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b30ac77049
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Can now use keys to move around.
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1 year 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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1 year ago |
Zed A. Shaw
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80ac4cefba
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Initial setup for the fenster based raycaster.
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1 year 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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1 year ago |
Zed A. Shaw
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e8a32ba9f3
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Tinkered with strafing but I too dumb.
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1 year ago |