This is just a quick test. It looks quite weird rn, but once the texture mapping/view plane movement is working it should look fine. WASD or arrow keys to move round.
(if anyone has any idea how to map the textures to each cell, hmuw I have literally no idea what I'm doing) One note I would like to add is that the textures can be scaled to theoretically any resolution, I just went with 10x10 because it was easier to calculate pixel position and it required less effort to import as separate pixel collumbs. Despite the amount of pesky rendering artifacts that are created by the new rendering engine, using scaled sprites instead of uniform pen lines to render the final image could potentially be a much simpler and beginner friendly way to achieve high-resolution texture rendering in raycasters. In fact, the aforementioned rendering artifacts could be fixed easily with a simple depth sort on the lines.