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In a fit of 90s nostalgia I’ve also been going back to software rendering, though I’m doing a hybrid of 2D style CLUT banks with a more modern binned triangle and barycentric technique. Since I’m sticking to a fixed pipeline look, I’ve been amazed at just how many triangles one can push even with a fairly naive draw function.

by xgkickt

There's basically no such thing as "bare C++" anymore. On any modern machine you are relying on piles of code. You can't just write to registers to edit vram and output video like on some 80s computer. It all happens on top of a thick stack of APIs, drivers and firmware.

by smolder

There was a software rendered game in vein of Tomb Raider 1 graphics for both DOS and Unix, but I can't remember its name. It was an exploration game, modern, a bit cyberpunkish, in 3D.

by anthk

Finally an engineering feat that's not built in Rust

by espetro

I wish we could have just one of these tutorials properly cover the concern of triangle clipping. This is the part that I struggle with the most in a software renderer. If you are going to be building a practical one, this is something you will eventually have to deal with, even for super basic scenes. Any time geometry intersects the view frustum you need to clip those triangles.

by bob1029

Is the Foley/Van Dam book still a go to resource for this? It seems it was updated in 2013, but, honestly, I’m more familiar with the ‘82 edition that was dedicated to 2D.

Back in the day, it was The Book for computer graphics.

by whartung

I went through this a few months ago in Rust. I wrote all the code by hand, no LLMs. Then I went ahead and added a small "game" on top, plus some special effects like pixelization shaders and chromatic aberration at the edge of a flashlight.

https://github.com/kshitijl/tinyrenderer-rs

if anyone is interested! The repo has lots and lots of in-progress screenshots so you can see the renderer come to life, plus all the hilarious visual bugs along the way.

I learned a lot! My biggest lesson, other than the specifics of how rendering works, was that modern CPUs are really fast: a single-threaded CPU renderer can definitely run an interactive 3D game with some fancy special effects.

by articulatepang

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  • Hacker News
  • In a fit of 90s nostalgia I’ve also been going back to software rendering, though I’m doing a hybrid of 2D style CLUT banks with a more modern binned triangle and barycentric technique. Since I’m sticking to a fixed pipeline look, I’ve been amazed at just how many triangles one can push even with a fairly naive draw function.
  • There's basically no such thing as "bare C++" anymore. On any modern machine you are relying on piles of code. You can't just write to registers to edit vram and output video like on some 80s computer. It all happens on top of a thick stack of APIs, drivers and firmware.
  • There was a software rendered game in vein of Tomb Raider 1 graphics for both DOS and Unix, but I can't remember its name. It was an exploration game, modern, a bit cyberpunkish, in 3D.
  • Finally an engineering feat that's not built in Rust
  • I wish we could have just one of these tutorials properly cover the concern of triangle clipping. This is the part that I struggle with the most in a software renderer. If you are going to be building a practical one, this is something you will eventually have to deal with, even for super basic scenes. Any time geometry intersects the view frustum you need to clip those triangles.
  • Is the Foley/Van Dam book still a go to resource for this? It seems it was updated in 2013, but, honestly, I’m more familiar with the ‘82 edition that was dedicated to 2D.

    Back in the day, it was The Book for computer graphics.

  • This resource, along with Mathematics for Computer Graphics by John Vince [1], was truly indispensable when I wrote my own software renderer [2]. This was long before LLMs, so the whole process took me at least a couple months - most of it trying to wrap my head around math behind computer graphics and tracking down C segmentation faults. Fun times.

    [1]: https://www.amazon.co.uk/Mathematics-Computer-Graphics-John-...

    [2]: https://github.com/nkanaev/tipsy

  • I went through this a few months ago in Rust. I wrote all the code by hand, no LLMs. Then I went ahead and added a small "game" on top, plus some special effects like pixelization shaders and chromatic aberration at the edge of a flashlight.

    https://github.com/kshitijl/tinyrenderer-rs

    if anyone is interested! The repo has lots and lots of in-progress screenshots so you can see the renderer come to life, plus all the hilarious visual bugs along the way.

    I learned a lot! My biggest lesson, other than the specifics of how rendering works, was that modern CPUs are really fast: a single-threaded CPU renderer can definitely run an interactive 3D game with some fancy special effects.