This project is inspired by the world-famous Wolfenstein 3D game, the first FPS ever. It is the best opportunity to explore ray-casting. The goal is to make a dynamic view inside a maze where you’ll have to find your way.
Team project with Orezek at 42Prague.
As you can see from intra_map.cub the config file must have these parameters:
- config file has to have .cub postfix
- 4 textures for north (NO), south (SO), west (WE) and east (EA) must be present in the file with the path to the texture
- 2 colours for the floor (F prefix) and ceiling (C prefix) have to be present in the file followed by 3 integers with values between 0-255 to represent R, G, B
- Map must be last in the config file
- Spaces are valid a part of the map
- Map must be closed (surrounded by walls)
- The player's starting position is represented by one of these characters N, S, E, or W in the map and the letter represents the side the player is looking at
- Ray-casting
- Who John Carmack is - listen to 5 hours long Lex Frieman podcast with him here, it is just fascinating!
- m-bartos - parser
- orezek - ray-casting, minimap (minimap branch)
- Thanks for MLX42
- Ray-casting tutorial