Raycasting Shadows
Every lit cell is a ray that made it.
Intermediate / raycasting / geometry / occlusion
A light carries with your pointer; every floor cell is lit only if a ray-marched path from the light survives the walls. Each ray is a cell-by-cell grid traversal, and the counters show exactly how many were cast to build the frame.
Tagged: DDA, visibility, occlusion, grid traversal
Live simulation
Move the pointer to carry the light; shadows are marched ray by ray. Keyboard: Space runs or pauses, . steps, r resets.
Speed
Move the pointer to carry the light; shadows are marched ray by ray.
Mathematics
A floor cell is visible from a light exactly when the open segment between them crosses no wall cell. Marching each ray cell-by-cell with the Amanatides-Woo grid traversal (DDA) makes visibility a discrete, countable computation - no floating shadows, just rays that made it.
DDA stepping: advance to the next vertical or horizontal grid line, whichever is nearer in t
blocked when any traversed cell is a wall before the target
light range: cells beyond the radius are culled before marching
The DDA visit order is exact - it touches precisely the cells the geometric ray passes through, so wall detection has no sampling artifacts. The counters (rays cast, cells lit) turn the pretty picture into an auditable cost: the whole frame is a few thousand ray marches.
How it works
The wall layout is the seeded grid from the pathfinding experiments; the light follows the pointer, re-marching every visible cell within range on each move. Walls themselves render dark; lit floor cells glow softly.
Park the light inside a corridor and the shadow boundary is razor sharp: a cell is either reached or it is not - binary visibility, by construction.
Implementation
src/engine/experiments/raycast-shadows.ts · 200 lines · the module running above
TypeScript · fixed-timestep engine
| 1 | import { BaseExperiment } from "../core/base-experiment"; |
| 2 | import type { ParameterDef, PointerState, ThemeColors } from "../core/types"; |
| 3 | |
| 4 | /** |
| 5 | * 2-D raycasting shadows: a light follows the pointer, and every floor cell |
| 6 | * casts a shadow if any wall cell blocks the ray between it and the light. |
| 7 | * Rays are marched cell-by-cell with a DDA walk over the same walled-grid |
| 8 | * structure the pathfinding experiments use. |
| 9 | */ |
| 10 | export class RaycastShadowsExperiment extends BaseExperiment { |
| 11 | readonly id = "raycast-shadows"; |
| 12 | |
| 13 | private n = 56; |
| 14 | private cell = 0; |
| 15 | private offsetX = 0; |
| 16 | private offsetY = 0; |
| 17 | private walls = new Uint8Array(0); |
| 18 | private lit = new Uint8Array(0); |
| 19 | private light = { x: 0.5, y: 0.5, set: false }; |
| 20 | private litCount = 0; |
| 21 | private raysCast = 0; |
| 22 | |
| 23 | protected params(): ParameterDef[] { |
| 24 | return [ |
| 25 | { key: "density", label: "Wall density", min: 5, max: 30, step: 1, defaultValue: 12, unit: "%" }, |
| 26 | { key: "radius", label: "Light range", min: 6, max: 50, step: 2, defaultValue: 28, unit: "cells" }, |
| 27 | { |
| 28 | key: "regen", |
| 29 | label: "Walls", |
| 30 | options: [ |
| 31 | { value: "keep", label: "Keep" }, |
| 32 | { value: "regenerate", label: "Regenerate" }, |
| 33 | ], |
| 34 | defaultValue: "keep", |
| 35 | }, |
| 36 | ]; |
| 37 | } |
| 38 | |
| 39 | protected onReset(): void { |
| 40 | this.n = 56; |
| 41 | this.cell = Math.min(this.width, this.height) / this.n; |
| 42 | this.offsetX = Math.floor((this.width - this.cell * this.n) / 2); |
| 43 | this.offsetY = Math.floor((this.height - this.cell * this.n) / 2); |
| 44 | this.walls = new Uint8Array(this.n * this.n); |
| 45 | const density = this.num("density") / 100; |
| 46 | for (let i = 0; i < this.walls.length; i++) { |
| 47 | this.walls[i] = this.rng() < density ? 1 : 0; |
| 48 | } |
| 49 | // Light starts centered in a clear cell. |
| 50 | this.light = { x: this.n / 2, y: this.n / 2, set: false }; |
| 51 | this.walls[this.clearNear(Math.floor(this.n / 2), Math.floor(this.n / 2))] = 0; |
| 52 | this.computeLight(); |
| 53 | } |
| 54 | |
| 55 | private clearNear(x: number, y: number): number { |
| 56 | for (let r = 0; r < 6; r++) { |
| 57 | for (let dy = -r; dy <= r; dy++) { |
| 58 | for (let dx = -r; dx <= r; dx++) { |
| 59 | const nx = x + dx; |
| 60 | const ny = y + dy; |
| 61 | if (nx > 0 && ny > 0 && nx < this.n - 1 && ny < this.n - 1 && !this.walls[ny * this.n + nx]) { |
| 62 | return ny * this.n + nx; |
| 63 | } |
| 64 | } |
| 65 | } |
| 66 | } |
| 67 | return y * this.n + x; |
| 68 | } |
| 69 | |
| 70 | protected onParameterChange(key: string): void { |
| 71 | if (key === "density") this.reset(); |
| 72 | else if (key === "regen") { |
| 73 | const value = this.str("regen"); |
| 74 | this.setInternalValue("regen", "keep"); |
| 75 | if (value === "regenerate") this.reset(); |
| 76 | } |
| 77 | } |
| 78 | |
| 79 | protected onUpdate(): void {} |
| 80 | |
| 81 | resize(width: number, height: number): void { |
| 82 | this.width = width; |
| 83 | this.height = height; |
| 84 | this.reset(); |
| 85 | } |
| 86 | |
| 87 | onPointer(state: PointerState): void { |
| 88 | if (!state.inside) return; |
| 89 | const gx = (state.x - this.offsetX) / this.cell; |
| 90 | const gy = (state.y - this.offsetY) / this.cell; |
| 91 | if (gx < 0 || gy < 0 || gx >= this.n || gy >= this.n) return; |
| 92 | if (!this.walls[Math.floor(gy) * this.n + Math.floor(gx)]) { |
| 93 | this.light = { x: gx, y: gy, set: true }; |
| 94 | this.computeLight(); |
| 95 | } |
| 96 | } |
| 97 | |
| 98 | /** March a ray from (x0,y0) to (x1,y1) cell by cell (Amanatides-Woo DDA). */ |
| 99 | private rayBlocked(x0: number, y0: number, x1: number, y1: number): boolean { |
| 100 | let cx = Math.floor(x0); |
| 101 | let cy = Math.floor(y0); |
| 102 | const tx = Math.floor(x1); |
| 103 | const ty = Math.floor(y1); |
| 104 | const dx = x1 - x0; |
| 105 | const dy = y1 - y0; |
| 106 | const stepX = dx > 0 ? 1 : -1; |
| 107 | const stepY = dy > 0 ? 1 : -1; |
| 108 | let tMaxX = dx !== 0 ? ((cx + (dx > 0 ? 1 : 0) - x0) / dx) : Infinity; |
| 109 | let tMaxY = dy !== 0 ? ((cy + (dy > 0 ? 1 : 0) - y0) / dy) : Infinity; |
| 110 | const tDeltaX = dx !== 0 ? Math.abs(1 / dx) : Infinity; |
| 111 | const tDeltaY = dy !== 0 ? Math.abs(1 / dy) : Infinity; |
| 112 | let guard = 0; |
| 113 | while ((cx !== tx || cy !== ty) && guard++ < this.n * 3) { |
| 114 | if (tMaxX < tMaxY) { |
| 115 | cx += stepX; |
| 116 | tMaxX += tDeltaX; |
| 117 | } else { |
| 118 | cy += stepY; |
| 119 | tMaxY += tDeltaY; |
| 120 | } |
| 121 | if (cx === tx && cy === ty) break; |
| 122 | if (cx < 0 || cy < 0 || cx >= this.n || cy >= this.n) return true; |
| 123 | if (this.walls[cy * this.n + cx]) return true; |
| 124 | } |
| 125 | return false; |
| 126 | } |
| 127 | |
| 128 | private computeLight(): void { |
| 129 | this.lit = new Uint8Array(this.n * this.n); |
| 130 | this.litCount = 0; |
| 131 | this.raysCast = 0; |
| 132 | const lx = this.light.x; |
| 133 | const ly = this.light.y; |
| 134 | const radius = this.num("radius"); |
| 135 | const minX = Math.max(0, Math.floor(lx - radius)); |
| 136 | const maxX = Math.min(this.n - 1, Math.ceil(lx + radius)); |
| 137 | const minY = Math.max(0, Math.floor(ly - radius)); |
| 138 | const maxY = Math.min(this.n - 1, Math.ceil(ly + radius)); |
| 139 | for (let y = minY; y <= maxY; y++) { |
| 140 | for (let x = minX; x <= maxX; x++) { |
| 141 | const i = y * this.n + x; |
| 142 | if (this.walls[i]) continue; |
| 143 | const dist = Math.hypot(x - lx, y - ly); |
| 144 | if (dist > radius) continue; |
| 145 | this.raysCast += 1; |
| 146 | if (!this.rayBlocked(lx, ly, x + 0.5, y + 0.5)) { |
| 147 | this.lit[i] = 1; |
| 148 | this.litCount += 1; |
| 149 | } |
| 150 | } |
| 151 | } |
| 152 | } |
| 153 | |
| 154 | render(ctx: CanvasRenderingContext2D, theme: ThemeColors): void { |
| 155 | ctx.fillStyle = theme.bg; |
| 156 | ctx.fillRect(0, 0, this.width, this.height); |
| 157 | for (let y = 0; y < this.n; y++) { |
| 158 | for (let x = 0; x < this.n; x++) { |
| 159 | const i = y * this.n + x; |
| 160 | const px = this.offsetX + x * this.cell; |
| 161 | const py = this.offsetY + y * this.cell; |
| 162 | if (this.walls[i]) { |
| 163 | ctx.fillStyle = theme.fgTertiary; |
| 164 | ctx.fillRect(px, py, this.cell - 1, this.cell - 1); |
| 165 | } else { |
| 166 | ctx.fillStyle = this.lit[i] ? theme.raised : theme.bg; |
| 167 | ctx.fillRect(px, py, this.cell - 1, this.cell - 1); |
| 168 | if (this.lit[i]) { |
| 169 | ctx.fillStyle = theme.accent; |
| 170 | ctx.globalAlpha = 0.12; |
| 171 | ctx.fillRect(px, py, this.cell - 1, this.cell - 1); |
| 172 | ctx.globalAlpha = 1; |
| 173 | } |
| 174 | } |
| 175 | } |
| 176 | } |
| 177 | ctx.fillStyle = theme.accent; |
| 178 | ctx.beginPath(); |
| 179 | ctx.arc(this.offsetX + this.light.x * this.cell, this.offsetY + this.light.y * this.cell, 5, 0, Math.PI * 2); |
| 180 | ctx.fill(); |
| 181 | } |
| 182 | |
| 183 | getMetrics() { |
| 184 | return { |
| 185 | litCells: this.litCount.toLocaleString("en-US"), |
| 186 | raysCast: this.raysCast.toLocaleString("en-US"), |
| 187 | range: `${this.num("radius")} cells`, |
| 188 | grid: `${this.n} x ${this.n}`, |
| 189 | }; |
| 190 | } |
| 191 | |
| 192 | describe(): string { |
| 193 | return `A light at (${this.light.x.toFixed(0)}, ${this.light.y.toFixed(0)}) casts ${this.raysCast.toLocaleString("en-US")} rays; ${this.litCount.toLocaleString("en-US")} floor cells are lit, the rest hide behind walls. Move the pointer to carry the light.`; |
| 194 | } |
| 195 | |
| 196 | entities(): number { |
| 197 | return this.n * this.n; |
| 198 | } |
| 199 | } |
| 200 | |
Performance
- Time per tick
- O(range^2) ray marches per frame, each O(ray length)
- Space
- One lit-flag grid
- Notes
- Lower the range slider and the cost drops quadratically - watch the rays-cast counter respond.
Live numbers (FPS, frame time, steps per second, microseconds per step, entity count) are in the performance overlay on the simulation above: the pulse icon in its top-right corner.