|Date of creation:||5.1.2014 - 6.1.2014|
|Description:||An example of a DDA-like algorithm to step through all grid cells that touch a ray and get the cell entry points. This algorithm is useful for many things, such as drawing 2D(/3D) lines or raycasting a 2D(/3D) volume. For example the classic Wolfenstein used a similar algorithm to raycast each vertical line. Also for 3D application voxel volumes/octres could be traversed by using this algorithm.
The example is 2D but to extend it to 3D, you’d need to add the Z-component and basically step the minimum of X, Y and Z on each step (instead of only X or Y as in the 2D case).
The code works under the processing.js framework.