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I wonder what techniques Faceball 2000 used on the original Gameboy ( https://www.youtube.com/watch?v=iZq31JUYf8M )

That was the first FPS game I played, and it appears to use a very limited form of raycasting. Maybe just drawing entire walls with one raycast and some scaling.



It looks like "pop-in" happens frequently on that so I'd wager that a short ray and not very many to create a whole circle (which would necessitate only looking at closer things) meant a ton less calcs per frame.




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