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Comment by rob74

This is taking a lot of inspiration from Doom, but the actual raycasting engine is more like Doom's predecessors, the most well-known of which is probably Wolfenstein 3D: perpendicular walls, constant floor and ceiling height. Wolf3D didn't have textured floors and ceilings because of performance reasons, but several other similar games had them. Doom and IIRC Duke Nukem as well used a BSP engine which was much more flexible (walls could intersect at any angle, variable floor and ceiling heights), although the levels were still "flat" (you couldn't have several "stories" inside a level, e.g. you couldn't design a bridge that you could walk over and under).
parent rob74 4 months ago

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