#ryg’s walkthrough of the #Doom #3D renderer, which used #heightfields
on 02023-10-08#3D terrain rendering #algorithms from Novalogic’s 01992 game “Comanche” in 20 lines of #graphics code, using ray-casting in voxel space (?) — a pretty standard #heightfields rendering thing really #smallisbeautiful #voxelspace
on 02017-11-25