This is basically a Wolfenstein-3D style ray-caster with floor tiles.
There's no gameplay or even collision detection so far.
The top right of the Pico-8 map region is used to layout the game, using the sprites in tab 3.
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The sprites correspond to 8x8 regions in the top left of the map area, which represent the "texture" to draw.
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raycasting in map space for floor? clever!
btw there is significant optimization path reusing cos/sin from the scanline to compute map raycasting direction + reuse to compute texture length using the dx*cos+dy*sin trick
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