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Perfect Shape is a collection of geometric algorithms that are mostly useful for GUI manipulation like checking containment of a point in popular geometric shapes such as rectangle, square, arc, circle, polygon, and paths containing lines, quadratic bézier curves, and cubic bezier curves. Also, some general math algorithms like IEEE-754 Remainder.
Cub3D is a 42 school team project to create a dynamic view inside a 3D maze using raycasting in the style of Wolfenstein3D.
A pseudo-3D grid-based maze game written in Python with PyGame
School project: create a video game using ray-casting technology and a graphic library (with all the bonuses).
A Raycasting Engine for Flutter, based on https://github.com/vinibiavatti1/raycastingtutorial.
This C project is about creating a 3D polygonal game with ray-casting technique, that utilizes no GPU. Just like the breakthrough shooter games in the 90s. As of January 24th 2023, this is a collaboration project with @Dofidog and @UItsi.
A raycasting engine with ambient light, dynamic observer light source. The map and textures are from the mother of all first-person-shooter game Wolfenstein 3D. Wolfenstein 3D was groundbreaking in 3D using raycasting for low performance machines (by todays measures).
A Typescript project to simulate ray casting
A C# port of PyMaze made with SDL2
Cub3D is a 42 school team project to create a dynamic view inside a 3D maze using raycasting in the style of Wolfenstein3D.
A simple 3D 'game' using MinilLibX (mlx), the graphic library of the 42School and the raycasting algorithm.
Cub3D is a 42 team project that recreates a Wolfenstein 3D-style game using raycasting. It involves building a dynamic 3D maze view with C and MiniLibX, focusing on graphics, algorithms, and game mechanics.
game implemented using raycasting
Cub3D - A Project based on first person shooting 3D game which was developed in 1992.
ConFPS is a console-based 3D raycasting first-person shooter game written in C++
A proof of concept demonstrating a ray casting technique with support for skewed walls and submaps. The goal is to increase the environmental complexity of old-fashioned 3D games, especially for retro-computing purposes, achieving results in part similar to BSP-tree based maps without a significant increase in computational cost.
This project involves creating a game engine inspired by 'Wolfenstein 3D' (the first-person shooter experience in gaming history) using raycasting techniques. Developed with phspeters
Cub3D is a 42 School project inspired by the classic Wolfenstein 3D, where you create a simple raycasting-based 3D renderer in C using the MinilibX library. The goal is to parse a map file, render a textured first-person view, and handle player movement and collisions.
ray casting algorithm implementation to determine if a point is inside a polygon
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