Thank you. It is raytraced but not in the classic way. The map is not divided into grids, the walls can be generated randomly with no restriction on its placement :D
The texture mapping is very buggy since I didn’t know if SDL allows floats to be placed in the texture reacts source for selection. As of now it takes the floor to the nearest integer for the texture position. I think this can be fixed but it requires some refactoring to the code 😅