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2.5D
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===Ray casting=== {{Main|Ray_casting#Ray_casting_in_early_computer_games|label 1=Raycasting in early computer games}} [[File:Camera Rotation vs Shearing.gif|thumb|right|While tricks such as camera shearing (as seen on the right) are sometimes used to create an illusion of rotation, ray casting renderers cannot rotate said camera vertically<ref name="giantbomb_raycasting">{{cite web|url=https://www.giantbomb.com/ray-casting/3015-1517/|title=Ray Casting (Concept) - Giant Bomb|access-date=31 August 2021}}</ref> like true 3D renderers (left).]] Ray casting is a [[First-person_(video_games)|first person]] pseudo-3D technique in which a ray for every vertical slice of the screen is sent from the position of the camera. These rays shoot out until they hit an object or wall, and that part of the wall is rendered in that vertical screen slice.<ref>{{cite web|url=http://lodev.org/cgtutor/raycasting.html|title=Raycasting|website=lodev.org|access-date=19 March 2018}}</ref> Due to the limited camera movement and internally 2D playing field, this is often considered 2.5D.<ref name="explanation_raycasting_2.5d">{{cite web|url=https://bytecode77.com/castenstein|access-date=31 August 2021|title=Castenstein - bytecode77}}</ref>
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