I made this 2D raycasting renderer that generates a pseudo 3D prespective for a simple doom/wolfenstein3d like game.
Run : https://2-d-raycasting-renderer.vercel.app/
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The player cast multiple rays from its position within the grid detecting walls and generating the scene based on ray intersections. In the 3D-like world the walls are made up of very thin vertical rectangle strips - a strip for each ray - the height of the strip is inversely proportional to the distance covered by the ray. Added Quake IV texture on the walls to make it look cool.
- The player moves around a 2D grid-based world.
- Rays are cast at regular angular intervals within the player's field of view.
- Each ray uses the DDA (Digital Differential Analyzer) algorithm to efficiently step through the grid and detect wall collisions.
- Vertical strips are rendered for each ray, with height inversely proportional to the ray's distance.
- A Quake IV wall texture is applied to enhance visual appeal.