I'm developing a raycaster similar to that used in NovaLogic games like Comanche but this applies to raycasters in general. How did nova display the roll of the helicopter? I came up with an algorithm that takes yaw and pitch into account but not roll. This is my perspective calculation:
perspectiveHeight = ((height + cameraheight) / raylength * viewPlaneDist - pitch);
The yaw is done easily by rotating the rays that are cast into the scene and the pitch is added into this equation. Like Doom and Wolfenstein 3D my raycaster is technically two dimensional so I cannot simply rotate my rays to induce roll. The only way I could think of is literally rotating the final image but I would need to cast rays outside the scene for that. How was it Done in Comanche? How did other games do it? Any input would be much appreciated.