⚔ INSTACALC ARCADE šŸŽÆ 3D RAYCASTING LAB
Play RIP & PARSE ← Dev Lab
DDA Raycaster • Compiler Phase Weapons • Demon AST Reductions

RIP & PARSE Studio .ic

Real-time 3D Digital Differential Analyzer raycaster workbench. Every demon is a real mathematical expression, every gun is an engine compiler phase, and ray kinematics run live.

DDA ENGINE: ACTIVE
WEAPONS: 7 COMPILER PHASES
BESTIARY: 5 DEMONS + BOSS
RAYCAST VIEWPORT (320Ɨ240 @ 60 FPS)
60 FPS | 320 RAYS
SYNTAX IMP
3 + 4 * 2
ALU SHIELD HP: 100%
Move: WASD Look: ←→ / Mouse Drag Pitch: ↑↓
Fire: SPACE / Click
COMPILER PHASE WEAPONS ARSENAL (1–7)
Auto-matches demon shields
RAYCAST.IC TUNING DECK
Live Mathematical Parameters
Field of View (fov_degrees) 66°
Camera plane projection: len = tan(fov / 2)
Linear Attenuation (attenuation_linear_k) 0.08
Distance fog coefficient in 1 / (1 + k1*d + k2*d²)
Quad Attenuation (attenuation_quad_k) 0.015
Inverse-square depth falloff coefficient
Bob Frequency (bob_freq_hz) 7.0 Hz
Step oscillation pace during player motion
Bob Amplitude (bob_vertical_amplitude) 0.018
Vertical camera displacement in eye height units
Max Pitch (max_pitch_degrees) 32°
Head tilt vertical horizon pixel shift range
Max Step Height (max_step_height) 0.35
Obstacle vertical clearance threshold
DEMON AST REDUCTION INSPECTOR
IMP: 3 + 4 * 2
Compiler Reduction Sequence:
Next Phase Shield: ALU (AL Launcher)
BESTIARY SPRITE ART ATELIER (MODS/DOOM/ART/*.IC)
Pure .ic Sprite Palettes & Vectorized Raster Displays
Defined via pixel palettes & raster matrices in mods/doom/art/
SYNTAX IMP imp.ic
Math: Addition & Linear arithmetic
Shield: ALU (Al Rockets)
Speed: 1.9 tiles/s • Strafe: 1.1
CACICULATOR caco.ic
Math: Sqrt & Radical expressions
Shield: Parse (Plasma Cannon)
Speed: 1.6 tiles/s • Floating
TYPE ERROR BARON baron.ic
Math: Units & Dimensional Mismatch
Shield: Conv (Units Converter)
Speed: 1.8 tiles/s • Melee clobber
CYBERDEMON BOSS cyberdemon.ic
Math: Multivariable Spreadsheet AST
Shield: BFG 9000 • 8-Stage Tree
Speed: 2.2 tiles/s • Rocket Arm