cub3d implements a real-time raycasting renderer in C. It draws walls based on DDA ray traversal, supports textures, and handles player movement with smooth camera rotation.
Highlights
DDA-based raycasting with wall distance and texture coordinates
Player movement and camera rotation
Basic z-buffering for proper sprite order
Optimizations to keep 60 FPS on modest hardware
Technical Details
Map parsing and validation with clear error messages
Separate modules for math, rendering, and input
Texture sampling with fixed-point arithmetic in hot paths