> At runtime each frame casts a set of rays from the player’s position, stepping through the map grid until a wall collision is detected.
It's not how Doom works. It's more like Wolfenstein 3D.
> At runtime each frame casts a set of rays from the player’s position, stepping through the map grid until a wall collision is detected.
It's not how Doom works. It's more like Wolfenstein 3D.
which is literally what I said.