Raycasting Logic
We're gonna learn that how this magnificent game engine works ! As
you may have guesed , we had to implement the 2D map first as the infrastructure and also
3D Base , the whole concept of turning the 2D map into 3D environment , comes from an
interesting algorithm called DDA . In Fact , we transmit rays to the blocks which we assume
them as solid or 1 in programming ( The Walls ) and after calculating the exact position of
collision , we draw vertical lines that that leads to an illusion like we're really looking at
3D spaces ! ( Which we now know aren't really 3D )
Challenges
The Project was divided into 3 phases that each comprised some
important parts of the implementation . The very first phase was like a real mess to me !
It got exacerbated when i realised that i hadn't gotten the required libs installed ! So
i can say the worst part was to initiating the whole thing as a newbie , worse that anything else
like DDA implementation , creating 2D map , adding modifying option , etc .