Anyone reading this blog or watching my youtube lately probably knows about how much time I've been putting into my ray casting techniques for the 360 degree raycaster and the dungeon crawler model, my attempts for full 3D with no layer glitch.
A couple weeks ago I was having a conversation with someone, discussing the limitations - namely clipping sprites against walls. Then it hit me - use the game's depth buffer! I might have to dabble in the layer glitch after all, but I decided to make it a surprise for the community.
But I was beaten to the punch! Checkout Sackenstein 3D by Raphael: http://www.youtube.com/watch?v=34S7h0k5oIY&feature=player_embedded
That's ok, at least I got to see what it'd look like in motion and it looks like the resolution can't be too great :( I think this ray casting idea is starting to reach its functional limitations.
Good job Raphael!