Alright, I just made this yesterday so as a disclaimer it's in no way even close to being polished. I've yet to implement a bunch of things I want to refine, but here's the basic premise of what I made. I've know about raycasting for a long time but I've never built anything..the only thing I had to reference was the fisheye-distortion compensation right here.
I'm going to rewrite some of the code because I can refine the processing but I've got to test away! Yeah I should use dithering instead of alpha transparency, it would sell the 8-bit look a bit (I'm trying to get away from the 8-bit look on this though!!)
WASD and arrow keys strafe/rotate/move, q toggles double resolution, e toggles transparency multilayer processing and spacebar toggles the overhead map.Paul's Raycasting Demo (.capx)
P.S. Brent Hamel
, teammate, all around nice guy did the snake sprite for one of my games 'Dead Battle' (to be released hopefully sooner than later!) This pseudo 3d test was/is to be the Dead Battle 3D version!