MitchellHansen
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3c91614f45
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Working on a messaging system for sf events
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8 years ago |
MitchellHansen
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51a08fc0bb
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Various tweaks and modifications
Some preliminary testing of map
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8 years ago |
MitchellHansen
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561c07c602
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Turned off experimental phong lighting in the kernel
fixed all compiler errors thrown by MSVC
Switched experimental octree map back to the old map
Refactored old map system, prettied it up
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8 years ago |
mitchellhansen
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9c99f9edd0
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some tweaks, switching to windows for the weekend
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8 years ago |
MitchellHansen
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edd8075afb
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Added a quick printout of the hardware info. Running into a problem choosing between platforms, going to abstract CL out into it's own class and hide all that logic
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8 years ago |
MitchellHansen
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c5858bca3e
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implimented my curses doodad to show that 3d works in ascii too.
Added camera movement with the mouse, but I need to change how it
works
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8 years ago |
mitchellhansen
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c431d7452a
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Lighting, testing voxel generation
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8 years ago |
mitchellhansen
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14987e3ba7
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There we go! The raycaster now has a camera that renders without distortion and can be pitched, yawed, and moved on the XYZ axis. I'm not sure now if I want to: Add lighting, improve performance, or start working on porting it to OpenCL
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8 years ago |
mitchellhansen
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2b7dceee1b
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Moved the view plane calc to the constructor, cleaned up old code. Added / removed relevant comments
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8 years ago |
mitchellhansen
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1de9c6dd35
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Ahh! It works!! The camera is great now, it yaws and pitches perfectly, just need to limit it to 180 -> -180 on the pitch. There is still a problem when viewing in the negative angles, and as you move the camera closer to 0 things get weird and distorted. But the transfer over to a spherical camera point and a cartesian view plane worked fantastically
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8 years ago |
mitchellhansen
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d609ed695a
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Going to need to get rid of the spherical camera
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8 years ago |
mitchellhansen
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c3be6e2240
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Alright, that little change fixed some of the negative coord problems, still have some really weird warping though.
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8 years ago |
MitchellHansen
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3deb3a2b08
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alright, tried a different method of assigning voxel step directions and I
think it's working. The 3 negative walls are still very flat, and the
lower XYZ numbers still distort the viewport
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8 years ago |
MitchellHansen
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f1c84c85b5
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So it's rendering pretty much perfectly in the XYZ+ range but things break
down when I start hitting negative values. I have a feeling this is going
to be a lot of trial and error. Oh well
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8 years ago |
MitchellHansen
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0b8cd9a194
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things are casting now and sfml is rendering the way I want it to.
The voxel stepping is still all messed up, and it seems that there is
some data corruption on the map that I'll need to dig into
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8 years ago |
MitchellHansen
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4432c0338b
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added the map, switched branches
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8 years ago |
Mitchell Hansen
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624d2771ac
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Don't know what is in this one
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8 years ago |