Raycaster Game
I rebuilt the raycasting engine I originally created for my EPQ, and then extended it further.
During and after the rebuild process I:
- Moved the ray calculations into an OpenGL fragment shader, meaning that the whole DDA loop now ran once per pixel on the GPU instead of once per column on the CPU.
- Used the newfound precision to add textures to walls and floors
- Added basic mouse look left and right, and added a horizon shift based on a calculated pitch to give the impression of looking up and down.
- Created a much bigger, more varied map.
- Then I added billboarded sprites (Meaning that they have a single texture that always faces you), drew them from a texture atlas with proper depth sorting
- Used the sprite system to create zombies that walk towards you over time, giving something to actually run away from.


