This experience is far more enjoyable on turbowarp: turbowarp.org/1209684741 WASD - move Arrows - look With v0.2 of my DDA raycaster finished (albeit in a rather buggy and unoptimized state), the possibilities it opens up are already impressive. You may have played a previous backrooms-themed game on my profile (respectively named "The Backrooms"). It was using griffpatch's raycasting tutorial to render each level. However, it was using a relatively ineffective raycasting algorithm, so it was very limited by performance. I could not make levels any bigger than one screen (480x360px), I needed to make several duplicates to specify what textures to use and such, and I had to be careful with resolution. It was a mess, but it did the job. However, with the recently made DDA raycaster, such limitations are far less relevant. The game is able to render the environment far more effectively than its predecessor, allowing for higher quality and performance. This is my v0.2 DDA raycaster. Its code is unmodified for this example, I've only imported the according textures and made some slight effects to nail the colors just right. I will be publishing more such mini-demos as I develop the raycaster, maybe even put them in a studio. Credits go to: @griffpatch - Image scanning and texture rendering code Lode Vandevenne - Tutorial for the DDA raycasting algorithm (Pretty much everything else you see, check out his tutorial here: https://lodev.org/cgtutor/raycasting.html) OpenGameArt.org and google images - Textures for the demo