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Though the Ultima Underworld maps were made out of a 2D grid, the rendering was done using texture-mapped polygons - and not just that but they even used dithering for more light variations. While pretty much all objects were rendered as 2D sprites, there were a few 3D polygonal objects too.
Wolf3D has a much more limited renderer - only walls are rendered, no lighting (the shaded side for walls is actually different textures) and the viewport is fixed at the middle of the walls for example. On the other hand Wolf3D was much faster and responsive and had a larger render window than UU.
UU itself was not open sourced, however System Shock 1 which is based on the same engine was[0][1].
[0] https://github.com/NightDive-Studio/shockmac
[1] https://github.com/Interrupt/systemshock
Though the Ultima Underworld maps were made out of a 2D grid, the rendering was done using texture-mapped polygons - and not just that but they even used dithering for more light variations. While pretty much all objects were rendered as 2D sprites, there were a few 3D polygonal objects too.
Wolf3D has a much more limited renderer - only walls are rendered, no lighting (the shaded side for walls is actually different textures) and the viewport is fixed at the middle of the walls for example. On the other hand Wolf3D was much faster and responsive and had a larger render window than UU.
UU itself was not open sourced, however System Shock 1 which is based on the same engine was[0][1].
[0] https://github.com/NightDive-Studio/shockmac
[1] https://github.com/Interrupt/systemshock