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42_INT_10_cube3d/README.md
2024-01-20 15:35:52 +01:00

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# 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)