WASD to move Arrows to look around Z/X to go up and down. O/P to hide variables
@Fun_Random_Games, my main account @rongdong requested I try to help them out and make some sort of Mode 7 project for them. This was about as good as I could come up with in a couple of days. This uses a mix of a couple of different algorithms. For the foreground, I use a custom DDA algorithm to get precise screen locations for boundaries between map cells, and then linearly interpolate across the texture from there. This is generally much quicker until many map cells start showing up on the same screen row. For the midground, I just sample every fixed distance on the screen. This would look jagged in the foreground, but it's not very noticeable far away. This is slower up close, but farther away, it becomes quicker than DDA. After a certain point, I just stop sampling pixels on the textures and use a solid colour to reduce visual noise. I'm unaware of anyone else using a similar system, although perhaps there's a reason *cough cough* it's still kinda laggy *cough cough*.