A retro style homage to 80s dungeon crawlers hand crafted in C++.
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Zed A. Shaw cdbd83ded7 Fix crash in matrix when pixelbuf is copied. 1 year ago
amt Fix crash in matrix when pixelbuf is copied. 1 year ago
assets Finished the first pass of moving everything around and cleaning up as much as possible. 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 some of amit's code to study and try out. amt/ has it. 1 year ago
wraps 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
.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 Brought in Amit's latest and will now merge in my fixing from last night into his to get them synced up. 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
dbc.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
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
main.cpp Brought in Amit's latest and will now merge in my fixing from last night into his to get them synced up. 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 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
miniaudio.cpp Initial setup for the fenster based raycaster. 1 year ago
miniaudio.h Initial setup for the fenster based raycaster. 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 Implemented a dumb lighting system. 1 year ago
raycaster.hpp Finished the first pass of moving everything around and cleaning up as much as possible. 1 year ago
sfmlcaster.cpp Reworked the files before the big cleanup of the code. 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 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

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