2D map
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cub3D is a raycasting project in C with MiniLibX. This guide follows the
repository as it exists today, covering both the mandatory engine
(parsing, validation, input, and rendering) and the bonus systems
(minimap, doors, sprites, pickups, HUD, retro rendering, and level progression).
Engine Preview
Section titled “Engine Preview”Visual Reference Rebuilt for Starlight
This page includes an interactive illustration of the core view: a 2D map, a 3D player view, and live controls for heading and position.
It is a preview, not the game itself. It reflects the main raycasting ideas used in cub3D: player state, a field-of-view wedge on the map, and screen columns derived from DDA wall hits with fisheye correction.
3D player view
Documentation Map
Section titled “Documentation Map”- project overview and subject scope
- setup, build, and runtime controls
.cubstructure, headers, and map rules- engine internals from parsing to rendering
- bonus systems and evaluation prep
- tooling, testing, and project resources
Overview
Getting Started
Review prerequisites, installation, build commands, and controls.
Configuration & Maps
Cover the .cub format, headers, tile alphabet, validation rules, and common errors.
Technical Docs
Walk through architecture, parsing, raycasting, texture mapping, rendering, and cleanup.
Bonus
Explore minimap, doors, pickups, HUD, sprites, retro rendering, and progression.
Evaluation Prep