Project done in collaboration with Rodrigo Ramos
Very basic 3D graphical representation of the inside of a maze from a first-person perspective using Ray casting - introduction to 3D graphics programming.
1- Installing dependencies
sudo apt-get install make xorg libxext-dev zlib1g-dev libbsd-dev
2- Clone this repository:
git clone https://github.com/Kuninoto/42_cub3D
3- Compile and clean the object files that you won't need anymore
make && make clean
4- Run cub3D with your desired map
./cub3D <path/to/scene>.cub
ESC - Quit cub3D
W A S D / Arrows - Player movement
Mouse - Move Player's camera
Scene elements:
'NO' - North texture file path;
'SO' - South texture file path;
'EA' - East texture file path;
'WE' - West texture file path;
'F' - Floor color in RGB;
'C' - Ceiling color in RGB;
Map:
'0' - Free space;
'1' - Wall;
'N', 'S', 'E', 'W' - Player's starting position
(and which coordinate he will be facing at spawn);
To be valid, a scene must respect the following:
- Be in .cub file extension;
- All textures must be 64x64 and be in XPM format;
The map must:
- Be composed only by valid characters;
- Be closed by walls;
- Contain only one Player;
(You can check examples of valid scenes on /scenes);
make
or make all
- compiles cub3D
make clean
- wipes all object files
make fclean
- deletes cub3D
and all object files
make re
- fclean
+ all
This project was developed for Linux. Although we've added and decided to keep conditional compilation and the graphics library for macOS (which do not have some functions that Linux has), it was for development and test purposes only.
For 42 students:
mlx_mouse_hide()
has memory leaks product of the mlx library. That's why running this cub3D on a sucessful run with valgrind outputs exactly 28,772 still reachable bytes in 293 blocks.
If you wish to check valgrind without the boycotted memory leakage comment mlx_mouse_hide()
on line 26 of main.c.
What is Raycasting?
Raycasting implementation
MLX documentation
At 42School, almost every project must be written in accordance to the "Norm", the schools' coding standard. As a result, the implementation of certain parts may appear strange and for sure had room for improvement.
Made by Nuno Carvalho (Kuninoto) | nnuno-ca@student.42porto.com