Creating a 3D Maze Game: My Journey into Raycasting and Game Development

Introduction
As a computer engineering student passionate about software development, I recently embarked on an exciting project to create a 3D maze game using raycasting techniques. This project allowed me to dive deep into graphics programming, game development, and low-level optimization - areas I've been eager to explore further as a software engineer.
Why I Chose This Project
Growing up in Ghana, I had little exposure to video game development. However, I've always been fascinated by how games create immersive 3D worlds. When I learned about raycasting and its use in classic games like Wolfenstein 3D, I knew I had to try building something similar.
This project appealed to me for several reasons:
It would challenge me to work at a lower level, dealing directly with graphics rendering
I could apply optimization techniques to create a smooth performance
It would improve my C programming skills
The result would be a playable game I could share with others

Project Overview
The goal was to create a 3D maze game where the player navigates through corridors rendered using raycasting. Key features included:
Rendering textured walls with different colours based on orientation
Allowing player movement and rotation
Collision detection to prevent walking through walls
A minimap showing the player's position
Basic enemy characters
I built the game using C and the SDL2 library to handle graphics and user input. The project took about 4 weeks of work to complete the core functionality.
Technical Challenges
My most difficult technical challenge was optimizing the raycasting algorithm for smooth performance. Initially, my naive implementation was very slow, resulting in choppy gameplay.
To solve this, I had to:
Profile my code to identify the performance bottlenecks
Research optimization techniques specific to raycasting
Implement a more efficient distance calculation using lookup tables
Utilize binary space partitioning to reduce the number of ray calculations needed
Optimize my texture mapping code for faster rendering
After several iterations, I achieved a solid 60 FPS, even on lower-end hardware. This experience taught me a lot about the importance of algorithmic optimization and gave me a much deeper appreciation for game engine development.
What I Learned
This project was incredibly educational for me. Some key takeaways:
Low-level graphics programming: I gained a much better understanding of how 3D graphics are rendered at a fundamental level.
Optimization techniques: I learned various ways to profile and optimize C code for performance-critical applications.
Game development concepts: Implementing features like collision detection and enemy AI gave me insight into game design.
Project management: Balancing features, performance, and deadlines taught me valuable lessons in scope management.
Looking Ahead
This project has sparked a real interest in game development for me. I plan to continue expanding my skills in this area, potentially exploring more advanced 3D graphics techniques and game engine architecture.
I'm also excited to apply the optimization skills I've learned to other performance-critical software projects in the future.
About Me
I'm Ben Charles Abdul, a computer engineering student at Ashesi University with a passion for software development. I love taking on challenging projects that push me to learn new skills.
GitHub: maze_game
LinkedIn: www.linkedin.com/in/ben-charles-abdul
Email: abdulbencharles@gmail.com
Feel free to reach out if you'd like to discuss this project or explore collaboration opportunities!


