Ray-Casting Tutorial For Game Development And Other Purposes
by F. Permadi
PREFACE
This document explores the fundamental theory behind ray-casting, a pseudo 3-dimensional rendering technique that are very popular in game development arena in the 90s. In general, this document does not bother with implementation and coding detail. The discussion will be mainly about concepts, the implementation is up to the reader. For a casual reader, the knowledge of the Pythagorean theorem and knowledge of high-school level math are assumed.
This document was written in the year of 1996, and although ray-casting has been supplanted by newer and more powerful techniques (and hardware!), the reader can hopefully still benefit from the technique.
Please be sure to read the disclaimer before proceeding.
CONTENTS
Copyright 1996-2010 F. Permadi
This document may be printed for
personal/non-commercial/educational use, it may not be reproduced
and/or distributed without permission.
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