Releases: AhmedAbdulFaisal/3D-Raycaster
Releases · AhmedAbdulFaisal/3D-Raycaster
Version 0.35
The code has been fully refactored: For instance:
- The player and world are now separate structs and all processing is done through these structs.
- World Arrays and all other 2d arrays (minus the graphics buffer) are now linear arrays, this makes them easier to pass through functions since you do not need to declare a size immediately
- Minimap now has a forward facing line which rotates based off the player's angle. The current tile player is on is represented by a light red square. The minimap is also put within it's separate file(s).
- Proper header indents for each header file so we don't have to deal with recurring re-declarations
- Entity.h and Load.h / Load.cpp are seperate files for asset loading.
TODO:
- organized main() file. Since a re-write had issues with placing the rendering code within a separate file, I will place it within separate functions within main that are kept out of the way.
v0.3
*Added Minimap
*Break blocks by pressing space
*Nicer looking textures (going for that MS-DOS tes arena style)
*Random map by pressing E. If stuck press E again.
v0.2
A lot has happened since this version, but I will update:
- That old one was pretty pointless, a GLUT C prototype I quickly made a year ago by following a video. It had little to it and was quite convoluted to work with.
- This one uses a new renderer as seen with the README, made from a tutorial posted.
- You can walk around randomly generated levels and that's pretty much it
- File is quite massive (near a MB!) due to using inline methods, not good practice but it's for the fog code as that hogs performance. inlining the function seems to alleviate performance (for some reason).
And of course, no windows release. Not until I get a working game.
v0.1
Actual compiled application. Does not work with windows, as far as I'm concerned. Besides, can't you compile it yourself?
v0.1-raycaster.zip