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by kingcharles
1511 days ago
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Just to be clear - you're writing a "software-based" 3D renderer, right? This is the sort of thing I excelled at back in the late 80s, early 90s, before the first 3D accelerators turned up around 1995 I think. What features does your renderer support in terms of shading and texturing? Are you writing this all in a high-level language, e.g. C, or assembler? If assembler, what CPUs and features are you targeting? And of course, why? |
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Yes. This is 100% what you are familiar with.
> What features does your renderer support in terms of shading and texturing?
I have a software-defined pixel shading approach that allows for some degree of flexibility throughout. Each object in the scene currently defines a function that describes how shade its final pixels based on a few parameters.
> Are you writing this all in a high-level language, e.g. C, or assembler?
I am writing this in C#/.NET6. I do have unsafe turned on for pointer access over low-level bitmap operations, but otherwise its all fully-managed runtime.
> And of course, why?
Because I want to see if I can actually build an effective gaming experience without a GPU in 2022. Secondary objective is simply to learn some new stuff that isnt boring banking CRUD apps.