Earlier quoted context omitted.
It really doesn't. I would argue that convex sectors with portals could be quicker than casting rays across a grid for every pixel column, except for some degenerate cases. This is because for any pixel column in-between the boundaries of wall segments, there's virtually no work to be done (O(1)), compared to the work of casting a ray along the grid O(n). Btw, 286 played wolfenstein rather poorly. The 386 is rather m…
Yes, I played it at the time on both a 286 and a 386. You might be right, although you're describing an algorithm more like what Duke3d used rather than raycasting in that case. I was talking purely about raycasting. So it sounds like a misunderstanding on my part. It's true that Carmack has said several times, including in the readme to the source release of Wolf3d [0], that a BSP-based renderer might be faster than…
I think they main concern when doing sectors + portals for a wolf3d-type 3d engine is how much word is done when 'stepping into' portals. basically it requires changing the clipping range [x0, x] of the portal, and quickly finding the next visible wall segment. the clipping could actually be done in 'angle space', not even using vectors. That is, wall edges/"vertices" should be represented as [angle,distance]. I have also been thinking about how much of that math pipeline could be done using specialized 8-bit values and LUTs.
I have been thinking about trying to get something running on very slow hardware, although at some point the problem is more drawing on the screen quickly, not the renderer.