so, now .. 1: I have a headache and one less favour in the bank with a friend who's better at maths than me 2: I know where my ray intersects with my walls (provided it enters the wall from the left or top and the ray isn't axis aligned but those are minor details) to explain the picture : The big blue blob is my player…
so, time for part 2(ish) of doing things with designer that designer wasn't intended for... Step one: infinite texture mapped planes with perspective projection, horizontal camera rotation and depth cueing to hide the fact there's no mip-mapping
raycasting/hit detection is largely working now. I'm fully expecting to see artefacts where two wall cells meet but it is at least behaving predictably. I think I need to get this drawing from the player's perspective to see how borked it's going to get now...
turns out this is quite the rabbit hole Doom isn't strictly a pure raycasting renderer but it does raycast walls. I intend to apply the same approach used there (and in wolfenstein etc.) which is to cast rays in a 2d space and then basically extrude walls up/down when the ray hits them This means I have to come up with a…