Cub3D
A raycasting-based 3D graphics engine inspired by Wolfenstein 3D, built in C.
01 · Problem
What made this interesting
Rendering a 3D world from a 2D map requires real-time raycasting calculations, texture mapping, and efficient framebuffer management — all within performance constraints of software rendering.
02 · Approach
How I solved it
Implemented a DDA raycasting algorithm for wall detection, texture mapping with perspective correction, and a framebuffer rendering pipeline using MiniLibX for window management.
03 · Result
What came out of it
A real-time raycasting engine rendering textured 3D environments from 2D map data, with player movement and collision detection.
04 · Highlights
Key technical details
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Philosophers
A classical concurrency problem implemented to explore thread synchronization, mutexes, and deadlock prevention.
