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## Description
<!-- Section that clearly presents the project, including its goal and a brief overview -->
cub3D is a graphical project inspired by early 3D games such as *Wolfenstein 3D*.
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.
This project renders a 3D view of a 2D map described in a '.cub' file.
The player can move inside the map, rotate the camera and see textures walls, floor and ceiling.
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.
---
## Instructions
<!-- Section containing any relevant information about compilation, installation, and/or execution -->
### Requirements
- Linux or macOS
- MLX / MLX42
- 'gcc' or 'clang'
### Compilation
```bash
make
```
### Execution
```bash
./cub3D assets/maps/example.cub
```
### Controls
Use W, A, S and D to mover the player.
Use UP, DOWN, LEFT and RIGHT arrows to rotate camera.
Use ESC for exit the program.
### Map configuration (.cub)
A **.cub** file contains:
- Wall textures (NO, SO, WE, EA)
- Floor and ceiling colors (RGB format)
- Map layout, composed of:
- 1 for walls
- 0 for empty space
- N, S, E or W for the player start position
The map is strictly validated:
- Exactly one player position
- Fully closed by walls
- Only valid characters
- RGB values between 0 and 255
## Resources
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g<!-- ADITIONAL SECTIONS MAY BE REQUIRED DEPENDING ON THE PROJECT (usage examples, feature list, technical choices, etc... -->
<!-- ADITIONAL SECTIONS MAY BE REQUIRED DEPENDING ON THE PROJECT (usage examples, feature list, technical choices, etc... -->