4th Devlog,
Rewritten the raycasting system.
Now the map is gridlocked to its texture, with each pixel representing one unit. The raycast only has to
check the status of each pixel it passes through on the map image rather than sampling at a defined distance interval that could potentially pass through the corners of units.
I also fixed the previous fisheye effect by multiplying the caculated ray distance by the cosine of its angle offset from the center
Next I would like to work on texture mapping to the walls, but with what I plan to add in the future I think I might spend some time refactoring the way I store the program’s memory so I can fit more data in it and organize it better.
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