I feel like this project could really be taken to a further level while still maintaining its
First of all, I need to benchmark the raycaster to see why it's pretty slow to be honest, I believe its because it draws n lines, for every render, where n is the pixels across of the canvas, but I could be wrong (hopefully). If not, I'll probably have to resort to WebGL, which will kind of take away from the magic of a psuedo-3D world in my opinion but the concept of "casting rays" will definitely still be there.
Just as I was writing this, I just had the crazy idea of writing all of the raycasting code in GLSL. I definitely have a new project.
Long term goals would probably be to support textures with normal maps and bump maps and the sort, and maybe even other types of objects or sprited enemies.
I feel like this project could really be taken to a further level while still maintaining its
First of all, I need to benchmark the raycaster to see why it's pretty slow to be honest, I believe its because it draws n lines, for every render, where n is the pixels across of the canvas, but I could be wrong (hopefully). If not, I'll probably have to resort to WebGL, which will kind of take away from the magic of a psuedo-3D world in my opinion but the concept of "casting rays" will definitely still be there.
Just as I was writing this, I just had the crazy idea of writing all of the raycasting code in GLSL. I definitely have a new project.
Long term goals would probably be to support textures with normal maps and bump maps and the sort, and maybe even other types of objects or sprited enemies.