I have started working on my new pseudo-3D raycaster project. Using raylib and C++, so far I have created the basic boilerplate code for the main window rendering loop for a basic 2D map. But most importantly during this first session, I created a basic, but working raycasting system which used an algorithm called DDA. (grid-traversal algorithm)To implement it, I worked through the underlying math and logic behind the algorithm, and went through some examples before implementing the code myself. I faced many bugs while coding it and it took a lot of trial and error before I finally had it working.. . The CastRay() function I created allows rays to traverse efficiently across grid cells, skipping over unnecessary positions and without missing any collisions. For the next dev log, I hope to have completed the actual Player object + movement + collision detection, and implement the 3D rendering loop that constructs the 3D scene using my CastRay function.