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CASE STUDY // SYSTEMSSource Code
cub3D
Wolfenstein 3D Raycasting Engine
A 3D graphical engine built from scratch using C and MiniLibX. Recreates the legendary 1992 Wolfenstein 3D experience by casting visual rays to calculate distance, wall heights, and texture sampling per pixel frame.
LIVE ARCHITECTURE SIMULATORInteractive Demo
LOADING CUB3D RAYCASTING ENGINE...
Target FPS
60 FPS
Engine Type
Software Raycaster
Language
Pure C
The Challenge
Achieving 60+ FPS real-time rendering in software without hardware GPU acceleration, eliminating visual distortion (fisheye effect), and handling texture mapping math.
Architectural Approach
Implemented DDA (Digital Differential Analysis) algorithm for ultra-fast ray-wall intersection checks, Trigonometric wall height computation, and dynamic texture scaling.
Engineering Impact
Proves solid mathematical foundations, linear algebra, vector projections, and software-level graphics rasterization.
Technical Key Highlights
- ▸DDA Raycasting for O(1) map grid intersection checks
- ▸Textured walls with dynamic directional lighting and shading
- ▸Smooth player movement & mouse camera control
- ▸Custom map parser with strict collision detection
Architectural Subsystems
Layer 01Map Parser & Grid Verifier
Layer 02Raycasting Loop (Screen Width Rays)
Layer 03DDA Grid Step Algorithm
Layer 04Texture Buffer Frame Rasterizer
Technologies Used:CMiniLibXRaycasting (DDA)Vector MathTexture Mapping