This is a raycaster I made. not @griffpatch . This is what 3D looks like if we didn't have the FOV, explanation in credits. Surprisingly, this looks a lot like what the 4th dimension looks like for a 3rd-dimensional being. Should I make that next, lol?
Walk up to a wall, and you'll probably see two bumps and a round connector. That is flat. Let me explain If you walk up to a wall, you see a flat, smooth wall, ok? That is because of youre FOV! FOV is the range of view that humans can see; the brain does math and lines up that 220-degree image to look like a flat wall. In this simulation, there is no brain to do the math, so you get a raw, unfiltered image of raw 3D space. Now the mind cannot comprehend what youre looking at, so let me explain. A raycaster shoots rays and records the distances they traveled until they hit a wall; then a pen traces across the screen, drawing the data. The variable it uses is distance 1. This is how far the ray traveled, and the pen draws things smaller the bigger the distance variable is! Just like how people look so small they could be ants if you are in a tall building, this is called perspective. But why does it look like that? I already explained! Let's say it shot out a ray for the corner of its eye all the way to the left. That ray recorded that the wall was at -220 degrees, so at that angle it traveled farther to reach the wall, just like how, in most cases, traveling from point A to point B in a straight line is faster than all wiggly-wobbly. So the first ray is fired, it said to the pen 200 distance! The pen draws from -200 y to 200 y, we have our first ray! Now this repeats 220 more times. Then why the curve? The curve is due to the angle at which it was fired! Think of it, if the rays are shot from the player to the wall at an "angle!" it goes to the wall in a straight line! So it records a further distance from the angle it was shot, and it draws a small line at the very left. This repeats, and the angle gets closer to 0 straight ahead! And because the angle from which it is shot changes, the ray records fewer distances. The closer the ray gets to 0 degrees, the bigger it draws the rays because of the closer distance (perspective), which is what gives us an image like this ||||||||||||||||||||||||||||| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| ||||||||||||||||||||||||||||||||||||||||||||||||| ||||||||||||||||||