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ancient-3d-for-turboc reviews and mentions
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Ask HN: Publish old projects even though the source code embarrasses you by now?
Nice! This prompted me to post my own code from the same era: https://github.com/pjc50/ancient-3d-for-turboc
I guess I should add screenshots.
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Step Away from Stack Overflow
Twenty-five years ago, slightly before I was an undergraduate, I got hold of the PC Games Programmers Encyclopedia http://bespin.org/~qz/pc-gpe/ and built myself a software renderer. You can see it on github: https://github.com/pjc50/ancient-3d-for-turboc
Software matrix multiplication is a perfectly reasonable way of doing 3D graphics, when you don't have a GPU. They were just starting to become a consumer product at that time: https://fabiensanglard.net/3dfx_sst1/
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Found a program I wrote in 1981 and decided to bring it back to life
The set of things you had to worry about is just .. different. My ancient programmer credentials from 1996: https://github.com/pjc50/ancient-3d-for-turboc
Back in the day, you had:
- single processor
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Dissecting the Apple M1 GPU, part I
Is this where I post the code I wrote twenty-five years ago to do 16-bit fixed-point 3D rendering? https://github.com/pjc50/ancient-3d-for-turboc
The target architecture was a 33MHz 486 PC running in "real" (ie sixteen-bit) mode. While hardware floating point was sometimes available (DX systems) it was quite slow.
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A note from our sponsor - WorkOS
workos.com | 28 Apr 2024
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The primary programming language of ancient-3d-for-turboc is C.
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