
Engine · · 1 min read
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.
Dev log // Category: Engine
How we build a fast retro shooter: the raycasting engine, the arena design, the controls and the neon pixel art.

Engine · · 1 min read
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.