ENGINE GENERATIONCompare two ways to turn a 2D plan into a first-person world

One ray walks a square grid for each screen column.

POSITION2.50, 1.50HEADING0 DEGRAYS / FRAME320SIGNALS0/3

Enter the archive and recover all three renderer signals.

TOP-DOWN WORLD / RAY FAN
SELECTED RAY#160
OFFSET
0.10 DEG
RAW LENGTH
12.500
PERP. DIST
12.500
HIT CELL
15,1
WALL TYPE
boundary stone
WALL FACE
X / VERTICAL
TEXTURE U
0.477
GRID STEPS
13
+5

W/S MOVE - A/D TURN - Q/E STRAFE - P PAUSE - N STEP DDA - R RESET

RAY CASTING ENGINE / 1992 PC

WOLFENSTEIN
RAYCASTER LAB

Walk through an original maze, then freeze the renderer. Every vertical screen strip comes from one ray crossing a flat grid until it finds a wall.

LIVE RAY TRACE

One column, five calculations

STRIP #160
01
SCREEN SAMPLE50.2% across frame
02
RAY ANGLE0.10 DEG
03
DDA GRID WALK0/13 cell boundaries revealed
04
DISTANCE12.500 raw - 12.500 perpendicular
05
WALL SCALE44.3 px high - texture 0.477

DDA jumps from one vertical or horizontal grid boundary to the next. The first occupied cell supplies the wall type, face, texture coordinate, and distance for this screen column.

QUICK EXPERIMENTS

Break one assumption at a time

TUNE THE RAYCASTER