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This project is inspired by the world-famous Wolfenstein 3D game, which was the first FPS ever, to explore ray-casting. Pair-programming project with @GioGardinali

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biralavor/42_cube3D

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42_cube3D

This project is inspired by the world-famous Wolfenstein 3D game, which was the first FPS ever, to explore ray-casting.

Tip

  • We will build this game without any game engine (like Unity, Unreal Godot, etc). Instead, we will use just the Math Library and a Image Controller Library called MXL Codam
  • Our game will simulates a 3D environment (but it is totally 2D inside), using raycast calculations to a faster image rendering
  • This is a Pair-programming project with @GioGardinali, in a TBD mode (Trunk Based Development which help us to do small merges, in a non-stop iteration). You can follow the Project Development at Github Projects
  • You can follow our Automated Tests at GitHub Actions

Warning

cub3d is a WIP Project. Please check what we're doing now at Github Projects

Here is what we have done so far:

The majority functions of map_validation_manager was built in boolean type. This approach helps code maintenance and readability.

  • Map Validation Manager
    • File Checker
      • Extension Checker
      • Unique Definitions for Compass Points
      • No Garbage
        • In GameMap
      • Nothing After Map
    • Map Player Checker
      • Player Detected
      • Player Free To Go
    • Closed Wall Manager
      • Top Wall Finder
      • Middle Wall Finder
      • Bottom Wall Finder
    • $\color{BurntOrange}{Map Graphics Checker <--- We-are-Here!!}$

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This project is inspired by the world-famous Wolfenstein 3D game, which was the first FPS ever, to explore ray-casting. Pair-programming project with @GioGardinali

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