In this video I look at how the "traditional OLC" method of raycasting in various videos is in fact terrible, and look at the more intelligent DDA algorithm which can significantly (orders of magnitude) be more effective at determining ray length in tile or voxel based worlds.
Source: https://github.com/OneLoneCoder/Javidx9/blob/master/PixelGameEngine/SmallerProjects/OneLoneCoder_PGE_RayCastDDA.cpp
Demo: https://community.onelonecoder.com/members/javidx9/RayCastDDA/
Also: https://lodev.org/cgtutor/raycasting.html
Patreon: https://www.patreon.com/javidx9
YouTube: https://www.youtube.com/javidx9
https://www.youtube.com/javidx9extra
Discord: https://discord.gg/WhwHUMV
Twitter: https://www.twitter.com/javidx9
Twitch: https://www.twitch.tv/javidx9
GitHub: https://www.github.com/onelonecoder
Homepage: https://www.onelonecoder.com