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(2 edits) (+1)

sorry, I really don't have the time nor the will to delve in raycasting project right now. but I can point you to some useful resources that may help you in your project:

here is a good raycasting engine with floor and ceiling that work very well, there's even shadow implemented and it is derived from the permadi tutorial I believe, it is written in java script but  you can easily port it to python:

https://github.com/permadi-com/ray-cast/tree/master/

here is other good raycasting tutorials with code and explanation:

https://dev.opera.com/articles/3d-games-with-canvas-and-raycasting-part-1/

https://www.playfuljs.com/a-first-person-engine-in-265-lines/

hope it help.

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It is something to look at... I will let you know how it goes! Thanks

(1 edit) (+1)

I just remembered to tell you that for the ceiling and the floors to be correct, change the value of the resolution variable to 1, you will have a clear image but unfortunately the performances will drop considerably, that's why I gave you some suggestions on how to improve performance in the first place.

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That makes a lot of sense. I have tried it with the resolution set to 1, and it does eat up a lot of cycles. 

in working with multiple textures for the walls, I have tried to set the wall_type where you find the wall hit, but it gets screwed up with the hor and vert hits... I think I would need to set the texture in (if wall_hit) but I am having problems at that point identifying the x and y of what wall we are drawing... I tried using ray_x and ray_y, but that does not seem to be the correct x and y of the wall... 

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I seem to have found it

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that's nice