A 2.5D Wolfenstein-style raycaster in C++23, using SDL3 for windowing/input and the SDL3 GPU API for presentation. The raycasting itself runs on the CPU (classic DDA: textured walls, floors and ...
ps_blob := shader_compiler.compile("triangle.hlsl", _shader_code, {stage = .Pixel, target = .DXBC}) or_else panic("ps_blob") vs_blob := shader_compiler.compile ...