Here for your enjoyment is a technology preview/demonstration of a raycasting and rendering algorithm I have developed as part of my Apple II 30th birthday-retro-game-just-because-I-can thing. Reminiscent of Wolfenstein 3D, it runs on a standard 1 MHz 48K Apple II+ (or II w/ Applesoft in RAM/ROM) or greater. Only a joystick is required. It is possible to run it on an emulator, but I highly recommend using real hardware with a color monitor. Accelerators make it run too fast, so disable them if you want the controls to be sane. I present it as a 140K DOS 3.3 disk image compressed with gzip. Download with this URL:
I hope it doesn't end up being a bad idea placing a direct link, but its only 11K in size.
Just a little background - I have a pile of algorithms I've been creating in my notebook for some time. Some people like Soduku for their diversion, I like 6502 assembly language. The 30th anniversary of the Apple II seemed like a good time to put some of them together. Its always fun to make old (obsolete) hardware do things people don't expect. In this case, a full screen 3D walkthrough. However, don't think I've made an Apple II perform like NVIDIA's latest GPU. In order to get interactive framerates and decent colors, the lo-res graphics mode is employed. I am not double buffering the rendering - you see it as it renders. Textures are only 16x16, and there are only 15 of them. It would have seemed pretty cool back in 1977 though.
Download it, give it a try, let me know what you think. I hope to have an actual game to play with a geekly humorous story-line in a few months based on this technology.