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Mar 12, 2023 at 12:40 history edited DMGregory CC BY-SA 4.0
typo
Apr 2, 2019 at 17:51 vote accept Num Lock
Apr 2, 2019 at 17:08 vote accept Num Lock
Apr 2, 2019 at 17:08
Apr 2, 2019 at 11:09 comment added DMGregory The example above demonstrates that if you use this method, you will get straight walls, no additional correction is needed to the heights beyond what's shown above. I still don't have a minimal complete verifiable example of the problem you observe when implementing the method I've shown here, so without that I can't help you diagnose what's wrong.
Apr 2, 2019 at 10:59 comment added Num Lock I understand and I thank you for that! Do you think there is a way to correct the difference of heights from rays near the perpendicular ray and the rays far to the perpendicular ray? Cause I have no straight walls as u shown in your example when look from side.
Apr 2, 2019 at 2:42 comment added DMGregory @NumLock To double-check this, I built a test in Unity using the formulas I've described. No unnaturally curved walls in the result - it lines up with the rasterized reference render as expected. So, I think there must be a bug in how you've implemented this. Can you show us the code you use to choose the ray directions after trying to implement this answer?
Apr 2, 2019 at 2:39 history edited DMGregory CC BY-SA 4.0
Adding demonstration
Mar 31, 2019 at 19:25 comment added DMGregory Because half the field of view has to go on the left, and half on the right. So (i * 2.0 / screen width) gives us a value ranging from -1 to 1, multiplied by halfWidth gives us that half field of view on the left, half on the right for one full field of view in-between.
Mar 31, 2019 at 19:19 comment added Num Lock Ty! For the explanation, why do u compute offset like that?
Mar 31, 2019 at 17:55 history answered DMGregory CC BY-SA 4.0