Basic tinyrenderer repo stats
3 months ago

ssloy/tinyrenderer is an open source project licensed under GNU General Public License v3.0 or later which is an OSI approved license.

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NOTE: The number of mentions on this list indicates mentions on common posts. Hence, a higher number means a better tinyrenderer alternative or higher similarity.


Posts where tinyrenderer has been mentioned. We have used some of these posts to build our list of alternatives and similar projects - the last one was on 2021-03-25.
  • We improved our app that lets you search Stack Overflow and documentation and now we are doubling down on Python support | 2021-03-25
    Thanks! I forgot about Pillow. I have used it when I was learning 3D graphics by making a renderer following this tutorial - I really recommend it.
  • Multithreading for Game Engines | 2021-03-22
  • Books on learning Graphics from scratch
    there is tinyrenderer not simulations but a renderer from scratch
  • 3d wire frame renderer
    no. but here's how wireframe rendering can be done from scratch:
  • In-depth software programming | 2021-02-27
    C++: How OpenGL works: software rendering in 500 lines of code
  • What’s everyone working on this week (8/2021)? | 2021-02-21
    Working on a clone of in rust. I sorta got a templated linear algebra library working (in house, not imported) but it did not play nice with triangle filling so I'm scrapping it to take a different approach.
  • Ask HN: How to self-learn graphics programming? | 2021-02-16
    Linear algebra is really important for graphics programming, but there's really only a handful of concepts you need to get started (vectors, matrix operations (rotation, translation, scale)). This course is relatively short and should give you a good background on these topics: . For me, I learned more from the course than my college level linear algebra class.

    Other important things to learn are what Vector and Fragment shaders are. I think this course is a good intro for it:

    Lastly, when you are ready to start writing real graphics code, you might want to consider using something like Metal if you are on macOS. I have found it to have a much better API than OpenGL. Here's a good book on the topic: . I haven't used DirectX, but I imagine its probably much better than OpenGL too.

    If you do want to use OpenGL, I found these to be good resources: and

  • C++ Project Ideas
    This project
  • Is opengl good for writing game engines or is the smth better? C++ | 2021-01-22
    You may want to consider starting here to pick up the basics:
  • Learn 3D Computer Graphics Programming from Scratch | 2020-12-29
    To be fair, Handmade Hero is for a complete game with sound, effects, input, etc. This course looks to be focused on a realtime software renderer with the ability to read/write geometry and textures. HH is also a bit overwhelming.

    I think what specific tutorial might go for depends on that individual's background and goals. I know a bunch of people who work in games/vfx who use tools like Maya/Houdini every day. They don't need a lot of help learning 3d concepts, but are interested to see the pros/cons of different implementations. They aren't always interested in realtime or optimizations. Here are the free resources that normally come up: -- Learn Computer Graphics From Scratch! -- Ray Tracing in One Weekend book series -- tinyrenderer, tinyraycaster, tinyraytracer -- Physically Based Rendering 3rd edition full text. It looks like a 4th edition will be published in a few months. -- For learning modern OpenGL