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Wolfenstein raycaster · solar-pro4
Build a first-person raycasting maze shooter on a canvas in the Wolfenstein 3D style: WASD movement and arrow or mouse turning through a textured grid maze with enemies you can shoot. Procedural textures only, no external assets.
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transcript · 2 messages
user
Build a first-person raycasting maze shooter on a canvas in the Wolfenstein 3D style: WASD movement and arrow or mouse turning through a textured grid maze with enemies you can shoot. Procedural textures only, no external assets.
assistant
thinking
The user wants me to build a first-person raycasting maze shooter (Wolfenstein 3D style) as a single HTML file. Let me plan this out: 1. **Raycasting engine**: DDA algorithm for ray-wall intersection 2. **Textured walls**: Procedural textures (brick/stone patterns) 3. **Maze**: Grid-based map with walls, open spaces 4. **Movement**: WASD + arrow keys/mouse 5. **Enemies**: Simple sprites that can be shot 6. **Shooting**: Click to shoot, hitscan enemies 7. **Procedural textures**: Generated canvas textures for walls, floor, ceiling Let me build this step by step. This is going to be a substantial piece of code. Key components: - Raycasting with DDA algorithm - Textured wall rendering (per-column texture mapping) - Sprite rendering for enemies - Collision detection - Weapon overlay - HUD (health, ammo, score) - Procedural texture generation Let me write the full implementation. The map will be a 2D grid where 1 = wall, 0 = empty, 2 = enemy spawn, etc. For textures, I'll generate them procedurally using canvas: - Brick pattern for walls - Floor texture - Ceiling texture - Enemy texture (simple animated blob) Let me code this up properly. Map design - a multi-room maze: ``` 1,1,1,1,1,1,1,1,1,1,1,1,
TAKE IT TO CODE
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RUN
modelsolar-pro4
vendorUpstage
harnesspi-agent
generated2026-08-13
METRICS
runtime6.0s
tokens in1.5k
tokens out313
cached0
cost / run$0.0001