At its core, WinRayCast uses a classic raycasting pipeline: the world is a 2D grid map, and each screen column is rendered by casting a ray, detecting wall intersections, and drawing the correct textured wall slice. This creates a convincing pseudo-3D environment without polygons, meshes, or a full 3D renderer.

On top of this, I am building FPS mechanics and tools that turn WinRayCast into a small retro game-generator, where classic FPS-style games can be assembled from reusable data and assets: maps, textures, sprites, enemies, weapons, doors, keys, pickups, triggers, scripted behaviours, and simple game rules.