Wolfenstein 3D 1992
We developed a multi-platform application that allows users to explore all the maps from the 1992 classic Wolfenstein.
The application runs on both PC and PS4. For the PC version, we utilized SDL2, while the PS4 version was implemented using its dedicated API. The project was developed using C++.
To render the maps, we employed raycasting, a rendering technique that simulates 3D perspectives on a 2D map. The rendering process operates in a separate thread, resulting in a multi-threaded architecture with a primary thread and a dedicated rendering thread.
The rendering thread leverages a concurrent queue to efficiently and safely manage operations across multiple threads or processes. This queue processes commands to render various objects such as lines and images. Commands are sent from the main thread to the rendering thread via the concurrent queue, where they are processed and executed.
Source code here (Only PC version, PS4 version not available due to NDA contract)