List-Based Raycasting Resource
Thanks! Thought you might like it, since you showed some interest in the inferior method used in my list-based raycaster. ;)
Couldn't resist again, here it is in full 3d!
Runs too slow even for the transpiler though :)
Aaaand finally the finished product, with some nice sprite-based textures, a few optomisations, and an options menu :).
Wait... are those textured cubes in MicroStudio?
Man, I was thinking polygon texturing might already be a thing in microstudio... :)
Gonna take a deeper look. It's probably not something I'll use in my racing game, for performance reasons, but I might test it out. If I can wrap my head around it.
This actually isn't polygon texturing, instead what it does is raytrace the cubes using the algorithm described in https://www.researchgate.net/publication/2611491_A_Fast_Voxel_Traversal_Algorithm_for_Ray_Tracing. Then, it uses the intersection coordinate to texture the cubes (as each voxel in this world takes up 1 unit of space, the already normalised UV coordinates can be taken straight from the intersection coordinates which don't pertain to the side of the cube which was intersected. Eg. if a face is perpendicular to the x-axis you can take the coordinates from the y and z parts of the intersection coordinate.)