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This project is inspired by the world-famous Wolfenstein 3D game, the first FPS ever. Exploring ray-casting and basics of 3D graphics in C.

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m-bartos/42_cub3D

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42_cub3D

This project is inspired by the world-famous Wolfenstein 3D game, the first FPS ever. It is the best opportunity to explore ray-casting. The goal is to make a dynamic view inside a maze where you’ll have to find your way.

Team project with Orezek at 42Prague.

Configuration file - map, textures, floor and ceiling colors

As you can see from intra_map.cub the config file must have these parameters:

  • config file has to have .cub postfix
  • 4 textures for north (NO), south (SO), west (WE) and east (EA) must be present in the file with the path to the texture
  • 2 colours for the floor (F prefix) and ceiling (C prefix) have to be present in the file followed by 3 integers with values between 0-255 to represent R, G, B
  • Map must be last in the config file
  • Spaces are valid a part of the map
  • Map must be closed (surrounded by walls)
  • The player's starting position is represented by one of these characters N, S, E, or W in the map and the letter represents the side the player is looking at

What we learned during coding cub3D

  • Ray-casting
  • Who John Carmack is - listen to 5 hours long Lex Frieman podcast with him here, it is just fascinating!

Contributors

Thanks and kudos

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This project is inspired by the world-famous Wolfenstein 3D game, the first FPS ever. Exploring ray-casting and basics of 3D graphics in C.

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