Controls - WASD, Arrow Keys, or Touchscreen to move - L/R Arrow Keys or Touchscreen to turn - M to view a minimap This the second version of my adaptive raycaster algorithm. Version 1 may be viewed here https://scratch.mit.edu/projects/414675446/ or https://scratch.mit.edu/projects/415120036/ Empirical Results The new algorithm (v2) casts approximately 30% fewer rays than the old algorithm (v1). Each map was tested at every unoccupied tile within the map boundaries (101-by-101 tile area) at the center of each tile and at all 8 multiple-of-45 rotations. Horizontal FOV was set to 120 degrees and draw distance was set to 15 tiles. The results produced are deterministic since no randomness is involved after the map is generated. Map 1 (69,520 locations tested) v1: 5,555,855 rays, 79.92 mean v2: 3,238,270 rays, 46.58 mean v2 casted 41.71% fewer rays Map 2 (68,920 locations tested) v1: 3,899,506 rays, 56.58 mean v2: 2,884,120 rays, 41.85 mean v2 casted 26.04% fewer rays