Cub3D is a game engine written in C. It is inspired by one of the first FPS Wolfenstein3D.
Created by Loïs Duplain. (42login: lduplain, 42mail: lduplain@student.42lyon.fr)
Gource (click on image):
Screenshot - Map: ./maps/debug.cub
Screenshot - Map: ./maps/minecraft.cub
Screenshot - Map: ./maps/white-chamber.cub
To basically compile program:
make
To recompile entire program:
make re
To clean all *.o in project:
make oclean
To clean all *.o in project and libraries:
make clean
To clean all *.o and compiled things in project and libraries:
make fclean
To basically run:
./cub3D <map_path_1> <map_path_2> <map_path_...> (default maps in ./maps folder)
Automatically save first frame:
./cub3D <map_path_1> <map_path_2> <map_path_...> --save (default maps in ./maps folder)
Player movement:
W A S D
Camera rotation:
▲ ▼ ► ◄
Screenshot:
F2
Previous/next level:
< / >
Decrease/increase render distance:
K / L
Decrease/increase pixel divider:
Page Down / Page Up
Decrease/increase FOV:
NumPad Sub / NumPad Add
Resolution:
R <width> <height>
Example:
R 1920 1080
Walls:
NO --> North Wall
SO --> South Wall
WE --> West Wall
EA --> East Wall
You can put texture or color on wall:
XX <r,g,b>
XX <path>.xpm
Example:
XX 31,219,81 --> Green
XX ./textures/debug/north.xpm --> Path to texture (default textures in ./textures folder)
Floor/ceiling:
F --> Floor
C --> Ceiling
You can put texture or color on floor/ceiling:
F <r,g,b>
C <path>.xpm
Example:
F 255,0,0 --> Red
C ./textures/debug/ceiling.xpm --> Path to texture (default textures in ./textures folder)
Map description:
2 --> Sprite
1 --> Wall
0 --> Walkable
Space --> Void
N/S/W/E (North / South / West / East) --> Player spawn point and direction
Example:
1111111111111
1000000000001
1200000000021
1001010101001
120000S000021
1001010101001
1200000000021
1000000000001
1111111111111
- Look up and down
- Texture on ground and ceiling
- Collide with walls
- Collide with sprites
- Fog
- Multi level
- Changing FOV in-game
- Crosshair
- Minimap
- Move camera with mouse
- Multi threading
- Replace texture by color in parsing
- Changing render distance in-game
- Changing pixel divider in-game
- Max frames per second and ticks per second
- Take a screenshot
Loïs Duplain (lduplain) © 2020