In this episode of Coding in the Cabana, Gloria Pickle and I investigate the Marching Squares algorithm and apply it to Open Simplex Noise in Processing.
Building off of the previous coding challenge (2D Ray Casting) I attempt to make my own version the original Wolfenstein 3D Raycasting engine and visualize the "field of view" of the moving particle.
In this video, I implement a basic ray casting engine with line segment "surfaces" and vector "rays." The result simulates a light source casting shadows in a 2D canvas.