- 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
Enter the archive and recover all three renderer signals.
W/S MOVE - A/D TURN - Q/E STRAFE - P PAUSE - N STEP DDA - R RESET
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.
One column, five calculations
50.2% across frame0.10 DEG0/13 cell boundaries revealed12.500 raw - 12.500 perpendicular44.3 px high - texture 0.477DDA 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.