Original Post
Hello! I was recently replaying Eye of Beholder and Bard's Tale RPGs, it was great fun :) I just was wondering what techniques were used in those game to represent the pseudo-3D world? I'm aware of raycasting, but it seems they didn't use the raycasting, it must be something less CPU intensive. How is the world represented in those games? it should be some kind of a tile map with thin walls between the tiles. I will appreciate any info on this subject. Thanks!