64 lines
1.8 KiB
Markdown
64 lines
1.8 KiB
Markdown
*This project has been created as part of the 42 curriculum by amikhail and aortigos.*
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# cub3d
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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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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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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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---
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## Instructions
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<!-- Section containing any relevant information about compilation, installation, and/or execution -->
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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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### Compilation
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```bash
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make
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```
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### Execution
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```bash
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./cub3D assets/maps/example.cub
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```
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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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### 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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- Floor and ceiling colors (RGB format)
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- Map layout, composed of:
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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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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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- Only valid characters
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- RGB values between 0 and 255
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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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<!-- ADITIONAL SECTIONS MAY BE REQUIRED DEPENDING ON THE PROJECT (usage examples, feature list, technical choices, etc... -->
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