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Comments (14)

  • articulatepang
    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-rsif 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.
  • nkanaev
    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
  • espetro
    Finally an engineering feat that's not built in Rust
  • bob1029
    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.
  • t1234s
    I jumped when the first image loaded on the page.. didn't expect that.
  • chrisjj
    "CommentsAn error occurred: API rate limit already exceeded "