renderer
PL3D-KC
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renderer
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Does using a software rendering for easier console porting makes any sense?
This question was inspired by examining the code of pure software renderer at https://github.com/zauonlok/renderer It looks like its capabilities are really impressive and there's next to no dependencies involved other than a plain C compiler. I imagine if you can get a screen handle to swap a screen buffer then you can basically run these samples on anything. So I wonder: can a software rendered like this be used for implementing graphic part of the game so that porting it to any exotic platform would be a breeze (or at leas much easier than dealing with all the differences between all of the different GPI APIs)...?
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3D game shaders for beginners: step-by-step guide to SSAO, lighting, and more
been on my 3D todo list for a while. you might also like these:
https://github.com/ssloy/tinyrenderer
https://github.com/zauonlok/renderer
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Any open source software renderers that use *scanline-based* triangle rendering algorithm with pure integer arithmetic, top-left rule, and texture mapping?
Not sure if this one meets all the criteria or not: https://github.com/zauonlok/renderer
PL3D-KC
- NTSC Emulation in C with integers only (Source available)
- Any open source software renderers that use *scanline-based* triangle rendering algorithm with pure integer arithmetic, top-left rule, and texture mapping?
- Are there other examples of people who made games with their own engines like Minecraft ?
- Is there a way to generate 2d and 3d graphics without libraries or external engines?
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[Source] Integer-only 3D Software Renderer in pure C! Info in comments
PiSHi LE (PL) is a subset of the 3D graphics library used in King's Crook. FW LE is a subset of the windowing library used in King's Crook. Just like King's Crook, this code follows the same restrictions: 1. Everything must be done in software, no explicit usage of hardware acceleration. 2. No floating point types or literals, everything must be integer only. 3. No 3rd party libraries, only C standard library and OS libraries for window, input, etc. 4. No languages used besides C. 5. No compiler specific features and no SIMD. 6. Single threaded. https://github.com/LMP88959/PL3D-KC If you are using macOS, go to fw.h and change FW_X11_IS_MACOS to 1. Compiling for macOS/Linux: cd PL3D-KC gcc -lX11 -lXext -O3 *.c fw/*.c -o pl ./pl Compiling for Win32 is a bit more involved, I've only used Visual Studio to develop for Windows but this program doesn't use anything other than the Win32 library and winmm.lib (don't forget to link against winmm.lib!). Of course, you're not limited to using Visual Studio, feel free to use any build system you're comfortable with under Windows. Don't forget to compile with max optimization! If you have any questions feel free to leave a comment on YouTube OR join the King's Crook Discord server :) YouTube: https://www.youtube.com/c/LMP88 Discord: https://discord.gg/hdYctSmyQJ
What are some alternatives?
rye - A tiny http middleware for Golang with added handlers for common needs.
small3dlib
goAPIBaseProject - simple api project written in go
minecraft-assets - Extracted Minecraft Assets
chain - Composable chains of nested http.Handler instances.
scratch - Personal scratch code
3d-game-shaders-for-beginners - 🎮 A step-by-step guide to implementing SSAO, depth of field, lighting, normal mapping, and more for your 3D game.
Allegro - The official Allegro 5 git repository. Pull requests welcome!
tmp3d - A 3-D software renderer written from scratch running in an HTML5 <canvas>
rest - rest/http helpers
q - A fixed point library (Signed Q16.16) for embedded systems.