🏛️ Ray Casting Museum: DDA Grid Traversal, Fisheye Correction, Wall Texture Mapping and Ray Cost Lab
Walk through a ray-cast museum while a top-down map shows the cells the DDA algorithm visits for each ray. DDA is checked against a closed-form ray-box distance, compared with fixed-step marching, and the fisheye correction is measured against 1/cos theory; wall and floor textures were baked in Blender.
Board Games & Game Mathematics2DModerate60 FPS📱 Mobile-adapted🟠 Blender
⚙ Under the hood
Walk through a ray-cast museum while a top-down map shows the cells the DDA algorithm visits for each ray. DDA is checked against a closed-form ray-box distance, compared with fixed-step marching, and the fisheye correction is measured against 1/cos theory; wall and floor textures were baked in Blender.
Ray CastingDDA AlgorithmFisheye CorrectionTexture MappingCanvasBlender
2D · HTML5 Canvas 2D · 60 FPS target · runs fully client-side, no install