A 42 School project recreating Wolfenstein 3D-style graphics using ray-casting techniques
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Ray-casting Engine:
- 3D projection from 2D maps
- Wall collision detection
- Floor/ceiling rendering
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Game Controls:
- WASD movement
- Mouse/camera rotation
- Minimap toggle
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Map System:
.cub
file parsing- Custom texture support
- Color configuration
- Team Size: 2 developers
- Development Time: ~280 hours
- Success Rate: 66.7% (832 completions)
- Key Challenges:
- 3D math implementation
- Texture mapping optimization
- Edge case handling (1.4% leak rate)
git clone https://github.com/<your-username>/cub3D.git
cd cub3D
make
Requires MiniLibX (included)
./cub3D maps/example.cub
Gameplay Demo โ Add gameplay screenshot/GIF
- Ray-casting Math:
void cast_rays(t_game *game) {
// Ray direction calculation
// Wall distance projection
// Texture coordinate mapping
}
Performance: 60 FPS target
Memory: Zero leaks enforced
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Graphics Programming: Learned low-level rendering techniques
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Team Collaboration: Git workflow and task division
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Optimization: Balanced accuracy vs performance