README updated
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README.md
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README.md
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## Description
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<!-- Section that clearly presents the project, including its goal and a brief overview -->
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cub3D is a graphical project inspired by early 3D games such as *Wolfenstein 3D*.
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Its goal is to render a 3D representation of a maze from a 2D map using the **raycasting technique**, written entirely in C using MLX graphics library.
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**cub3D** is a graphical programming project inspired by the classic game *Wolfenstein 3D*,
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one of the first First-Person Shooters ever created.
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This project renders a 3D view of a 2D map described in a '.cub' file.
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The player can move inside the map, rotate the camera and see textures walls, floor and ceiling.
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The goal of this project is to build a **real-time 3D representation of a maze** from a **2D map**,
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using the **ray-casting technique**, written in **C** and rendered with **MLX42**.
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This rendering is possible duo to classic **raycasting algorithm**, where one ray is cast per screen column to calculate wall distance and draw it correctly.
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Each vertical stripe of the screen is rendered by casting a ray from the player’s
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point of view, detecting wall intersections, computing distances, and projecting
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textured walls with correct perspective.
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Floor and ceiling colors are also rendered to complete the scene.
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This project focuses on:
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- Low-level graphics programming
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- Mathematical projection
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- Parsing and validation
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- Real-time rendering performance
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### Features
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- Ray-casting rendering engine
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- Directional wall textures (North, South, East, West)
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- Floor and ceiling RGB colors
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- Player movement and camera rotation
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- Collision detection
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- Strict `.cub` file parsing and validation
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- Clean error handling and memory management
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- MLX42 rendering loop
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---
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@@ -20,27 +41,42 @@ This rendering is possible duo to classic **raycasting algorithm**, where one ra
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### Requirements
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- Linux or macOS
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- MLX / MLX42
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- 'gcc' or 'clang'
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- CMake
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- MLX42 / MLX
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- C compiler (`gcc` or `clang`)
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### Compilation
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Clone the repository and run:
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```bash
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make
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```
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This will:
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- Build MLX42
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- Compile `libft`, `ft_printf`, and `get_next_line`
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- Generate the `cub3d` executable
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### Execution
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```bash
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./cub3D assets/maps/example.cub
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./cub3D assets/maps/map.cub
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```
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The program requires **exactly one argument**: a valid `.cub` map file.
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### Controls
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Use W, A, S and D to mover the player.
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Use UP, DOWN, LEFT and RIGHT arrows to rotate camera.
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Use ESC for exit the program.
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| Key | Action |
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|---|---|
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| `W` | Move forward |
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| `S` | Move backward |
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| `A` | Strafe left |
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| `D` | Strafe right |
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| `←` | Rotate camera left |
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| `→` | Rotate camera right |
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| `ESC` | Exit the program |
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### Map configuration (.cub)
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### Map configuration (`.cub`)
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A **.cub** file contains:
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- Wall textures (NO, SO, WE, EA)
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@@ -49,15 +85,33 @@ A **.cub** file contains:
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- 1 for walls
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- 0 for empty space
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- N, S, E or W for the player start position
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- Spaces are allowed and handled correctly
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The map is strictly validated:
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- Exactly one player position
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- Fully closed by walls
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- Exactly **one** player position
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- Map must be **fully closed by walls**
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- Only valid characters
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- No empty lines inside the map
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- RGB values between 0 and 255
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Example:
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```
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111111
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100001
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1000N1
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111111
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```
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## Resources
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<!-- section listing classic references related to the topic, as well as a description of how AI was used - specifying for which tasks and which parts of the project -->
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### AI Usage
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AI tools were used only as assistance, specifically for:
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- Understanding ray-casting concepts
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- Improving documentation clarity
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- Reviewing logic and edge cases
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All generated content was reviewed, understood, and manually implemented.
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No AI-generated code was copied blindly into the project.
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<!-- ADITIONAL SECTIONS MAY BE REQUIRED DEPENDING ON THE PROJECT (usage examples, feature list, technical choices, etc... -->
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