Dev log / Engine

How raycasting draws every corridor in Neon Hellfire

A plain-language look at the 2.5D raycasting trick behind Neon Hellfire: one ray per screen column, wall heights from distance, and why it still feels fast.

A narrow pixel-tiled stone corridor lit by a magenta neon strip, fading into ember-orange darkness

Neon Hellfire looks 3D, but under the hood the arena is a flat grid of tiles. Every frame, the game casts one ray per column of the screen from your position into that grid and stops the ray when it hits a wall.

Distance becomes height

The further a ray travels before it hits a wall, the shorter that slice of wall is drawn. Stack a few hundred slices side by side and your brain reads it as a corridor stretching into the dark. It is the same idea that powered the first wave of shooters in the early nineties.

Why it feels fast

Because the world is a grid, the math per ray is tiny. That leaves the frame budget for what matters in a boomer shooter: snappy turning, instant firing and demons that rush you without stutter.

  • One ray per screen column, recalculated every frame
  • Wall slices shaded darker with distance for depth
  • Sprites for demons sorted and drawn over the walls

The pixel look is not a filter laid on top. It comes straight out of how the image is built, which is why the neon edges stay crisp instead of smearing.

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