I've submitted the changes I've made. I would like others to review it as I did go rather technical/mathematical in some instances.
I removed the games that do not use ray casting or are unconfirmed - the one game that is unconfirmed is "Gun Buster", so if anyone can research this that would be great.
There are some additional things that could be added such as describing the state of PC/console architecture in the early to mid 90s that resulted in ray casting and why Doom-like raster engines took over (ray casting was never that efficient) and also why classic 90s consoles were not suitable for ray casting - an interesting point can be made about Wolfenstein 3D on the SNES as this port specifically does not use ray casting due to the SNES' CPU not being up to the CPU intensive algorithm (Wolf3D SNES uses a form of BSP and Doom-like raster graphics).
I neglected game history too. Hovertank 3D is the first game to use ray casting, with the engine evolving to Catacomb 3D, Wolfenstein 3D and then Rise of the Triad. People finding this article might find the game history particularly interesting. Ken's Labyrinth probably deserves a mention as part of the history too, in particular how early versions of Build engine still used ray casting until Carmack advised Silverman to switch to the Doom-like raster technique.
Log in to comment