__   __
      /  \./  \/\_
  __{^\_ _}_   )  }/^\
 /  /\_/^\._}_/  //  /
(  (__{(@)}\__}.//_/__A____A_______A________A________A_____A___A___A______
 \__/{/(_)\_}  )\\ \\---v-----V-----V---Y-----v----Y------v-----V-----v---
   (   (__)_)_/  )\ \>
    \__/     \__/\/\/
       \__,--'

Wild Rose's Gravestone: "Software Renderer"

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Here lies yet another game engine...

Software Rendering

I got bored of my previous project because 3D graphics is anoying to code for tbh... so I decided to try making a retro software renderer for fun. The CPU would (Slowly) draw to a low resolution texture so that all the graphics card did was display a single textured quad at full screen.

This was the most "game engine" out of any project I have done, the game code does not reference SDL or anything, you could swap out the platform layer with whatever you wanted. The game would generate the screen texture, and the audio buffer, given whatever inputs and deltaTime happened on the last frame.

I wanted to eventually learn how to not use SDL and learn X11 and/or Wayland at the low level.

but that never happened....

Video: