This is basically a Wolfenstein-3D style ray-caster with floor tiles.
There's no gameplay or even collision detection so far.
The top right of the Pico-8 map region is used to layout the game, using the sprites in tab 3.
The sprites correspond to 8x8 regions in the top left of the map area, which represent the "texture" to draw.
raycasting in map space for floor? clever!
btw there is significant optimization path reusing cos/sin from the scanline to compute map raycasting direction + reuse to compute texture length using the dx*cos+dy*sin trick
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