Raycasting engine built in C and SDL2
A Stunning and Realistic 3D environment is created using raycasting techniques.
Just like a person can't walk through walls in real life, the player cannot go through walls.
A map outline of the maze is implemented that acts as a guide for the player (so the player is not completely.
Optimized algorithms ensure smooth and efficient rendering and movement even on lower-end systems.
The walls of the maze are coated with imported textures to create some illusion of realism.
Hi, I'm Mark Tinega, the developer behind the Retro Raycasting Engine. This project was inspired by my fascination with the classic first-person shooter games of the past, and my desire to understand the inner workings of their graphics engines.
I used this as an opportunity to work on my C programming skills coupled with some math.
You can find the complete source code on GitHub. You are open to contribute and send me recommendations on how I can improve this engine.
This is a work in progress, and more features and improvements will be added over time.