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![screenshot](./screenshot.png)

My take on Raycasting inspired by Lode's Computer Graphics Tutorial: https://lodev.org/cgtutor/raycasting.html
Online Multiplayer Browser Game with Old-School Raycasting Graphics.

GitHub Pages: https://tsoding.github.io/raycasting/
Offline version available on GitHub Pages: https://tsoding.github.io/raycasting/

**We are intentinally rendering on HTML 2D Canvas without employing
any hardware acceleration to see how much we can push the boundaries
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$ <browser> https://localhost:6969/
```

This script starts up http-server at http://localhost:6969/ to serve the content of the current folder and tsc in watch mode to constantly recompile [index.ts](./index.ts). See [watch.js](./watch.js) for more details.
This script starts up http-server at http://localhost:6969/ to serve the content of the current folder and the server of the game ([server.mts](./server.mts)). See [serve.js](./serve.js) for more details.

## References

- Renderer implementation is heavily inspired by https://lodev.org/cgtutor/raycasting.html
- The Networking is Based on https://github.com/tsoding/multiplayer-game-prototype

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