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Пишет sadkov ([info]sadkov)
@ 2019-08-22 18:06:00

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Entry tags:gamedev

Software 3d Rendering
Instead of rotozoomer, I've implemented the usual software polygonal rendering, because it is far more flexible. Now I can have oversized sprites. Wont be doing linear texture subsampling, because my game uses pixelart sprites, so it needs more advanced resampling to look good. I've embedded the polygonal rendering into the existing sprite blitter.

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2019-08-22 18:51 (ссылка)
> Software 3d Rendering
Looks like in your case russian psychiatrists overdone with punitive psychiatry... Or have you been so stupid since birth?

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2019-08-22 20:46 (ссылка)
Ok. What about software rendering on GPU using GLSL? It's really superfast rendering for hackers but too complex for creating any type game.

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2019-08-22 22:43 (ссылка)
OpenGL eliminates the whole point of rendering in software - avoiding external dependencies, including dependency on graphics hardware.

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2019-08-22 19:11 (ссылка)
Do you know how to render polygon in 3d? Matrices, vectors... you don't strong in math area.

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2019-08-22 19:46 (ссылка)
Projecting from 3d onto screen is the easiest part. Hardest part is rasterizing the shit efficiently.

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2019-08-22 20:40 (ссылка)
Easier to use OpenGl. You also can take to consideration GPU assembler to work with Graphic System without any drivers. But it is dangerous and may be cause that GPU will be burned. For such purposes was created more high level vulkan api. Something that between Direct/OpenGl and machine commands.

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