Use WASD Playing with floor & door occlusion
Changes in this version: 1. Fully replaced the dda raycaster (reduced 3d calc time to just 33% compared to previous optimized raycaster, most noticeable in long rooms) 2. Moved to 3d vector edges with baked sectors (doom style) to reduce vertex calc to just current room and if open door the next room 3. used a span buffer to avoid overdraw (no painter algorithm) 4. Room Floors: checkboard for small rooms using baked room tiles with standard 2 triangle quads. I tried for 2 days to get trapezoid floors but was too slow & buggy. The offsetFloorGrid for corridors uses a baked room Bounding Box. For large rooms fall back to a standard grid. Disabled @griffpatch mode7 floor which was clipped to max wall depth to reduce horizon overdraw, but I found dda floors too slow and I wanted to keep the vector feel. Next up entity and sorting (barrel, flower pots, ceiling lamps). I thinking of creating layered svg billboard entities, to allow a crude parellaxing effect as move around the entity. Python code included to generate sector lists from 1d 64*64 map.txt