MitchellHansen
|
0b3557cd5e
|
Tweaked indexing, there is a discrepancy at z_max values that I need to
sort out. Added some 2d optimization functions for fun, currently doing a
class involving them
|
2016-10-01 23:01:52 -07:00 |
|
MitchellHansen
|
1620f40d02
|
Fixed the camera movement so it now take into account sub-voxel movement
Also fixed the distortion around the XY axes
|
2016-09-23 14:08:01 -07:00 |
|
MitchellHansen
|
e13280bb07
|
added relative camera controls, now handles like an actual fly cam.
|
2016-09-22 21:48:38 -07:00 |
|
MitchellHansen
|
4e96985104
|
added lighting, stole a terrain generator and ported it.
|
2016-09-05 15:35:46 -07:00 |
|
MitchellHansen
|
e1080baab0
|
opencl has no rand, SO rand method to make fog a little better
|
2016-09-05 00:24:26 -07:00 |
|
MitchellHansen
|
6f5d2b2f6f
|
Changed to non branching algo, sped up a good 30-50 ms at the current max
ray dist. Also changed bounds checking a little, not sure if it's faster
|
2016-09-04 23:59:39 -07:00 |
|
MitchellHansen
|
160756186d
|
mouse and camera movement work, stress testing. Can actually handle an
impressive amount of resolution and voxel space for 0 optimization!
|
2016-09-03 21:13:03 -07:00 |
|
|
|
cf607382a9
|
WORKING! Awesome! It now casts fully inside the gpu,
context is then switched to gl and then rendered via sfml.
It has no loop, no controls, and the aspect ratio is off,
but holy hell it works!
|
2016-09-01 22:45:48 -07:00 |
|
MitchellHansen
|
edd8075afb
|
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
|
2016-08-14 00:03:44 -07:00 |
|
|
|
c431d7452a
|
Lighting, testing voxel generation
|
2016-08-06 00:50:48 -07:00 |
|
|
|
14987e3ba7
|
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
|
2016-08-03 22:29:31 -07:00 |
|
MitchellHansen
|
3deb3a2b08
|
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
|
2016-07-31 17:00:18 -07:00 |
|
MitchellHansen
|
f1c84c85b5
|
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
|
2016-07-31 16:31:26 -07:00 |
|
MitchellHansen
|
0b8cd9a194
|
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
|
2016-07-31 13:52:22 -07:00 |
|
MitchellHansen
|
2b46bef923
|
Basic render loop is taking shape. Digging back into the
raycasting will be slightly annoying
|
2016-07-31 01:01:01 -07:00 |
|
MitchellHansen
|
4432c0338b
|
added the map, switched branches
|
2016-07-30 23:05:59 -07:00 |
|