A Wolfenstein 3D–style first-person raycasting engine written from scratch in C with the MiniLibX graphics library. Project of the 42 Common Core, built in a team of two: SimoneFelici and EdoardoForte.
trailer.mp4
- Raycasting renderer based on the DDA algorithm, with textured walls and floor/ceiling colors
- Robust
.cubparser: textures, RGB colors, map validation (closed walls, single player, valid characters) - Smooth movement and rotation, wall collisions
- Bonus: interactive doors, minimap, HUD and mouse look
- No memory leaks: every resource is freed on exit or error
Requires Linux with X11 development libraries (libx11-dev, libxext-dev, zlib1g-dev).
make # mandatory part
make bonus # doors, minimap, HUD, mouse
./cub3D maps/good/dungeon.cub| Key | Action |
|---|---|
W A S D |
Move |
← → / mouse |
Rotate the camera |
E |
Open / close a door (bonus) |
ESC |
Quit |
Raycasting math, fixed-step DDA traversal, texture mapping, event-driven rendering loops, and splitting a large C codebase into a clean parser / engine architecture with a teammate.
Game assets by Hajer.