I wondered what a DOOM engine looks like if you draw it with a beam instead of pixels. The walls are lines. The corners are bright. Old frames decay.
Oscilloscope Raycaster
A DOOM-style engine where each wall is a glowing vertical line. Navigate a 14×14 labyrinth. The phosphor screen never fully clears — old views linger and decay behind the new one.
Arm the signal, then walk the labyrinth with
WASD or the arrow keys.
A / D turn. Close walls chime.
The oscilloscope aesthetic reverses what software rendering usually hides. In a normal raycaster, filled columns make distance invisible — every wall looks opaque and solid. Here, the thinness of the line is the rendering. Far walls are barely there. Close walls are bright enough to glow. The room only exists as a trace.
- Live JavaScript asset:
/assets/phosphor/main.js?v=20260404a. - Native Triangle vs. NES-Style Triangle: Phosphor is the native-triangle contrast point in the audio comparison.
- Dead Beat: related software-rendered room and Web Audio experiment.
- Falling Hall: later software-rendered descent with explicit bell-synthesis parameters.
- chewgum-dsp v0.1.0: extracts the NES-style triangle and bell path used elsewhere; Phosphor does not use that library.
Shane Curry, "Phosphor," https://shanecurry.com/lab/toys/phosphor/, published 2026-04-04, updated 2026-04-30.