Use WASD The 3d maze genre have been around a while before Wolfenstein 1974 Maze War 1978 Raycaster (scott roth) 1981 Monster Maze 3d 1982 Phantom Slayer 1982 Wayout 1983 Escape from the Mindmaster 1983 Capture the flag 1987 Midi maze 1987 Phantasy Star 1988 The Colony 1989 Midwinter 1990 The Corporation 1990 Castle Master 1991 Catacomb 3D 1991 Cybercon 3 1992 Wolfenstein
Updated the basic DDA raycaster to raster face quads (vertical aligned trapezoids) rather than vLines. The method has less drawCount & variable assignments than the standard raycaster. Raycasters are fast as you don't need to matrix transform all vertices, slow sorts or frustum culling. This wolf3d 64x64 block map is quick to scan at resolution 8. Scratch can support maps up to the size 2d 444x444 or 3d 58*58*58 without sacrificing speed. The quads merge all blocks on the same plane to single quad to reduce drawCount. This means you don't get nice brightness gradient over distance as we don't draw vlines. This method could be optimized to use a course scan at size 8 to find edges and then scans either side of edge at size 1 to reduce raySteps. For these type of maps it only about 6 intersections on average. This uses a terrible trapezoid filler (vertical aligned quads) https://scratch.mit.edu/projects/1248562150 The quad filler sometimes fails upclose and it should probably use the standard 2 tri stamp quad for near field and stamped rectangle filler when y1=y2 Thx to @mraero to help simplify the edge finding logic