*This project has been created as part of the 42 curriculum by amikhail and aortigos.* # cub3d ## Description **cub3D** is a graphical programming project inspired by the classic game *Wolfenstein 3D*, one of the first First-Person Shooters ever created. The goal of this project is to build a **real-time 3D representation of a maze** from a **2D map**, using the **ray-casting technique**, written in **C** and rendered with **MLX42**. Each vertical stripe of the screen is rendered by casting a ray from the player’s point of view, detecting wall intersections, computing distances, and projecting textured walls with correct perspective. Floor and ceiling colors are also rendered to complete the scene. This project focuses on: - Low-level graphics programming - Mathematical projection - Parsing and validation - Real-time rendering performance ### Features - Ray-casting rendering engine - Directional wall textures (North, South, East, West) - Floor and ceiling RGB colors - Player movement and camera rotation - Collision detection - Strict `.cub` file parsing and validation - Clean error handling and memory management - MLX42 rendering loop --- ## Instructions ### Requirements - Linux or macOS - CMake - MLX42 / MLX - C compiler (`gcc` or `clang`) ### Compilation Clone the repository and run: ```bash make ``` This will: - Build MLX42 - Compile `libft`, `ft_printf`, and `get_next_line` - Generate the `cub3d` executable ### Execution ```bash ./cub3D assets/maps/map.cub ``` The program requires **exactly one argument**: a valid `.cub` map file. ### Controls | Key | Action | |---|---| | `W` | Move forward | | `S` | Move backward | | `A` | Strafe left | | `D` | Strafe right | | `←` | Rotate camera left | | `→` | Rotate camera right | | `ESC` | 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 - Spaces are allowed and handled correctly The map is strictly validated: - Exactly **one** player position - Map must be **fully closed by walls** - Only valid characters - No empty lines inside the map - RGB values between 0 and 255 Example: ``` 111111 100001 1000N1 111111 ``` ## Resources ### AI Usage AI tools were used only as assistance, specifically for: - Understanding ray-casting concepts - Improving documentation clarity - Reviewing logic and edge cases All generated content was reviewed, understood, and manually implemented. No AI-generated code was copied blindly into the project.