Alright, I just made this yesterday so as a disclaimer it's in no way even close to being polished. I've yet to implement a bunch of things I want to refine, but here's the basic premise of what I made. I've know about raycasting for a long time but I've never built anything..the only thing I had to reference was the fisheye-distortion compensation right here.
I'm going to rewrite some of the code because I can refine the processing but I've got to test away! Yeah I should use dithering instead of alpha transparency, it would sell the 8-bit look a bit (I'm trying to get away from the 8-bit look on this though!!)
WASD and arrow keys strafe/rotate/move, q toggles double resolution, e toggles transparency multilayer processing and spacebar toggles the overhead map.
Paul's Raycasting Demo (.capx)
Enjoy!
Paul White
Fireskies Studios
P.S. Brent Hamel, teammate, all around nice guy did the snake sprite for one of my games 'Dead Battle' (to be released hopefully sooner than later!) This pseudo 3d test was/is to be the Dead Battle 3D version!