A retro style homage to 80s dungeon crawlers hand crafted in C++.
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Zed A. Shaw 4c3049df14 Add the tracy wrap and meson options. 1 year ago
amt Bring Amit's latest fix in and protect against the sprites rendering the texY value wrong sometimes. 1 year ago
assets 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. 1 year ago
scratchpad Reworked the files before the big cleanup of the code. 1 year ago
scripts First build that actually works. SDL_main errors before but didn't figure out the cause. 1 year ago
tests 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. 1 year ago
wraps Add the tracy wrap and meson options. 1 year ago
.gdbinit My gdb debug thing. 1 year ago
.gitignore First build that actually works. SDL_main errors before but didn't figure out the cause. 1 year ago
.vimrc_proj First build that actually works. SDL_main errors before but didn't figure out the cause. 1 year ago
Makefile Bring in a first start to a Tracy enabled build but I have to learn more about how to run it. 1 year ago
README.md Add a README to start. Not much in it. 1 year ago
config.cpp Amit's code mostly converted to use the new texture.hpp but there's an error on line amt/pixel.hpp:472 1 year ago
config.hpp Finished the first pass of moving everything around and cleaning up as much as possible. 1 year ago
constants.hpp 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. 1 year ago
dbc.cpp Fixed that crash and cleaned up more variables for some study next. I might also try out my debug macros. 1 year ago
dbc.hpp First cut at a replica of the python raycaster. Left side almost works the same but have to sort out math differences. 1 year ago
dbg.h Fixed that crash and cleaned up more variables for some study next. I might also try out my debug macros. 1 year ago
main.cpp 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. 1 year ago
matrix.cpp First cut at a replica of the python raycaster. Left side almost works the same but have to sort out math differences. 1 year ago
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'. 1 year ago
meson.build Bring in a first start to a Tracy enabled build but I have to learn more about how to run it. 1 year ago
meson.options Add the tracy wrap and meson options. 1 year ago
point.hpp First cut at a replica of the python raycaster. Left side almost works the same but have to sort out math differences. 1 year ago
raycaster.cpp 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. 1 year ago
raycaster.hpp Fixed that crash and cleaned up more variables for some study next. I might also try out my debug macros. 1 year ago
stats.cpp 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. 1 year ago
stats.hpp 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. 1 year ago
texture.cpp Amit's code mostly converted to use the new texture.hpp but there's an error on line amt/pixel.hpp:472 1 year ago
texture.hpp Fixed that crash and cleaned up more variables for some study next. I might also try out my debug macros. 1 year ago

README.md

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