# cube3D --- This project is a 3D mini game, that uses raycasting to produce a FPP (first person perspective), just like in Wolfenstein3D or Doom. ![moving into the 3D](assets/cube3d_aller_retour.gif) It creates a 3D view from a map in a text file, and move the view as if we were walking and looking around. An example of a map : ``` $> cat -e map.cub 111111111111111111111111$ 1......................1$ 1......................1$ 1......................1$ 1.....11111....1.1.1...1$ 1.....1...1............1$ 1.....1...1....1...1...1$ 1.....1...1....E.......1$ 1.....11.11....1.1.1...1$ 1......................1$ 1......................1$ 1......................1$ 1......................1$ 1......................1$ 1.......11.............1$ 1.......11.............1$ 111111..11............11$ 11.1....11.............1$ 11....1.11............11$ 11.1....11.............1$ 11.1111111............11$ 11...................111$ 1111111111..........1111$ 111111111111111111111111$ $> ``` This map will produce this 3D view : ![moving into the 3D](assets/cube3d_tour.gif) You can change the images on the wall : ![change the images on the wall](assets/cube3d_image.gif) And change the map itself : ![change the map](assets/cube3d_map.gif) # raycasting --- Raycasting is a technic that creates the illusion of 3D with very low computational power. This technic has the hability to not show hidden area by design, which is a great simplification for rendering. How it works : 1. first you determine the position and orientation of the viewer in a plan, ![](assets/raycast_step1.png) 2. then you cast a ray until it reaches a wall ![](assets/raycast_step2.png) 3. you can now trace the vertical line on the 3D view ![](assets/raycast_step3.png) 4. the height of the wall is inversely proportional to the length of the ray : the closer the wall, the heigher it is ![](assets/raycast_step4.png) 5. finally, if the rays scan the whole picture, you see the perspective appears ![](assets/raycast_steps.gif) 6. but you can also see that walls are rounded, like a fish eye effect. It's because rays change length while scanning the wall, so we must apply a correction to the angle ![](assets/raycast_steps_round.gif) example of raycasting in action while construction of the project : ![example of raycasting during the construction of the project](assets/cube3d_raycasting.gif) # ressources --- - [tuto mlx](https://harm-smits.github.io/42docs/libs/minilibx/getting_started.html) - [tuto raycasting js](http://www.playfuljs.com/a-first-person-engine-in-265-lines) - [course about matrices and transformations in space (chapter 1 to 5)](https://www.youtube.com/watch?v=fNk_zzaMoSs&list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab)