How were coded early fake 3D graphics like in 3D Monster Maze or Wolfenstein 3D ?

This page summarizes the projects mentioned and recommended in the original post on /r/howdidtheycodeit

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  • wolf3d

    The original open source release of Wolfenstein 3D

  • id software used raycasting since it's early games like Hovertank 3D, Catacomb 3D and Wolfenstein 3D. heck, even though Doom, Duke Nukem 3D and Blood were majorly using BSP, their most simple and rustic rendering base was through raycasting.

  • Hovertank3D

    GPL release of Hovertank 3D source code.

  • id software used raycasting since it's early games like Hovertank 3D, Catacomb 3D and Wolfenstein 3D. heck, even though Doom, Duke Nukem 3D and Blood were majorly using BSP, their most simple and rustic rendering base was through raycasting.

  • InfluxDB

    Power Real-Time Data Analytics at Scale. Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.

    InfluxDB logo
  • Catacomb3D

    Catacomb 3D source code

  • id software used raycasting since it's early games like Hovertank 3D, Catacomb 3D and Wolfenstein 3D. heck, even though Doom, Duke Nukem 3D and Blood were majorly using BSP, their most simple and rustic rendering base was through raycasting.

NOTE: The number of mentions on this list indicates mentions on common posts plus user suggested alternatives. Hence, a higher number means a more popular project.

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