Overview

Implemented the raycasting core of a Wolfenstein-style engine using C and MiniLibX. Built the rendering loop that casts rays per screen column, calculates wall intersections, corrects fisheye distortion, and projects textured walls. Focused on mathematical precision, performance, and stable real-time rendering.

Key Features

  • Raycasting per column rendering
  • Wall intersection detection (DDA)
  • Fisheye correction & projection math
  • Texture mapping per wall side
  • Real-time movement handling
CategoryLow Level (C/C++)
RoleTeam project — Raycasting Implementation
Tech StackC, MiniLibX, Raycasting, Linear Algebra
Source CodeView on GitHub

My Contribution

Responsible for the entire raycasting pipeline and projection logic.

Demo