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You must create a “realistic” 3D graphical representation of the inside of a maze from a first-person perspective. You have to create this representation using the Ray-Casting principles mentioned earlier.
In mandatory part, to illustrate the process of ray-casting we will create a maze world where:
- Walls are always perpendicular to the floor
- floor is always flat
- Only vertical lines will be drowned
To do so, we have to calculate the distance between the player and ever wall in his field of vision. As long as a flat 2D map will be given as input in a .cub file, we will use it to create our world. Different from what we are used, in computer graphics the Y axis is positive down, The coordinate system that we use can be found below.