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by mysterydip 847 days ago
Really nice, thanks for sharing! I like the pseudo-shader implementation. What kind of framerate were you seeing and how many triangles could you push?
1 comments

Thanks!

Depends on the scene and the CPU of course, typically I get between 20-60 FPS on a small scene with a floor and a few models, but features like shadow maps or normal maps bring the performance down a lot though

The scenes themselves don't have a lot of triangles, for the first scene with marvin and the car in the rasterization video there's 7427 triangles

There is no parallelization whatsoever in the engine at the moment, so I feel like it could get much faster if I multi thread it, or use SIMD vectors

Another aspect that influences the performance a lot is the output mode being used, for example the TextOnly mode is a lot faster than others since it uses no colors at all, the full RGB color mode has to have an escape sequence prepended to each character "pixel" so its quite slow

It also depends on the frame disposition itself, the Windows console does some attribute caching when its rendering continuous character rows, so if a frame has a lot of different colors horizontally, it will be slightly slower than if it didn't