This is a ray casting engine I built for my 16 bit computer.
The FPGA PPU has enough memory for 2 bitmap buffers at 320x200 with 16BPP.
Ray casting and texture coordinate calculations are accelerated in hardware.
Textured walls, floors, ceilings, and sprites can be rendered, and with depth shading and a global lighting effects.
Textures used were from Zelda Ocarina of Time.