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#Let's have the map be 16x16.(256 bits and 32 bytes)
#Can be 8x8 for beta
#SYSTEM
#-
#1. Use dot product to figure out then use threstholds for each ray (getting vector from position to wall) then using the magnitude of each ray for distance?
#2. Use a static rotation matrix to rotate vectors then walk on those vectors (accessing the memory of the int part) until meeting a wall (also use a counter for those steps for sizing).
#-
#Option 2 more efficient because rotating direction still req rotation matrix
#Use ALU flag for out of bounds (and render wall there)
#use 8 bit minifloat as well. or 4 bit . fixed point (16 lol);