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I know this is kind of a cop-out, but I bet you can get a lot out of the Doom source code on github: https://github.com/id-Software/DOOM It has spurred more than a couple Doom-likes and at the very least is maintained well enough that you could emulate a lot of the implementation there and still be very original. Even if you don't have linux to compile it ...


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You need to use the range instead of the distance when you cast the ray. The range is the length of the projection of the ray onto the camera plane. See this source. Though IMHO some amount of fisheye distortion is kind of cool to keep around.


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I'm sure someone else will address the technical aspects of exactly what you have in mind, but have you considered other approaches that are similar but not quite as extreme? Your models look like they have a lot of fine details, and a lot of those could be baked to normal/displacement maps. That would leave you with simple geometry, but the type of ...



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