In 1992, ID Software released *Wolfenstein 3D*, introducing players to a pseudo-3D game world. Because 1990s hardware lacked the floating-point capabilities to render true polygon-based 3D models, John Carmack implemented a technique called Raycasting.
Rather than projecting a full 3D polygon mesh, raycasting projects a 2D map grid into a pseudo-3D viewport. The engine casts individual rays from the player's perspective across their Field of View (FOV).
When a ray hits a wall, the engine computes the distance, and uses that distance to determine how tall that segment of the wall should be rendered on screen. By casting one ray for every vertical column of the screen, the engine builds a convincing 3D perspective using basic 2D line rendering.