Super Fast Ray Casting in Tiled Worlds using DDA

In this video I look at how the “traditional OLC“ method of raycasting in various videos is in fact terrible, and look at the more intelligent DDA algorithm which can significantly (orders of magnitude) be more effective at determining ray length in tile or voxel based worlds. Source: Demo: Also: Patreon: YouTube: Discord: Twitter: Twitch: GitHub: Homepage:
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