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A Wolfenstein3D gaming engine, inspired by the world-famous eponymous 90’s game
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README.md

ft_wolf3d

The 3rd project of the 42 Silicon Valley graphics branch

--Project Description--

ft_wolf3d is a Wolfenstein3D gaming engine that implements a ray-casting algorithm. Multiple wall/ceiling/floor textures are supported, as well as unlimited sprites and object collision detection. To facilitate quick frame rendering, I've employed both multithreading and principle of efficient calculating.

--Coding Style--

At 42, we follow a strict norm in order to teach us to follow style guides. This norm also prevents us from using many built-in functions. In this project, we are limited to using a barebones graphic library called minilibx. This library limits the functionality to creating windows, handling input hooks, and coloring specific pixels.

The allowed functions are : exit, malloc, free, and the functions of minilibx and math.h.

The Project is written in C and in accordance with "The Norm".

--The Norm--

• Functions must not exceed 25 lines
• No more than 5 function-definitions in a .c file
• One instruction per line
• One single variable declaration per line; cannot stick declaration and initialisation on the same line
• No more than 5 variables per bloc
• No more than 4 parameters per function
• Forbidden keywords are: [for] [do ... while] [switch] [case] [goto]

--Demo Instructions (Mac OSX Sierra)--

• Open Terminal and run the following commands:
• git clone https://github.com/thedigglemister/ft_wolf3d ft_wolf3d
• cd ft_wolf3d
• make && ./wolf3d "garden"
• Additionally, you might try "room" in place of "garden"

--User Controls--

• WASP keys are used to move forward, backwards, and sideways
• Left and Right arrow keys are used to rotate 
• Space is used to jump
• C is used to crouch
• esc to exit

All worlds are generated from a series of numerical grids that specify the textures and locations of walls, floors, ceilings, and sprites:

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