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One of my goals this year is to write a basic software 3D renderer from first principles. No game engine, no GPU. I'm looking forward to it.




OP's link is a good one, but if you want a different perspective (heh), there's https://gabrielgambetta.com/computer-graphics-from-scratch/i..., also from scratch, also for free. The name clash is unfortunate, I don't really know who started using it earlier :(

Good show, this is how I recommend doing it and have been teaching it for years.

It's quite unfortunate that basically everyone thinks 3D graphics necessarily implies rasterisation and using someone else's API, and I feel extremely lucky to have taught myself in a time when you could trivially display images by direct memory access (mode 13h), and to have focused on ray tracing instead of rasterisation.



build-your-own-x*, a popular compilation of "well-written, step-by-step guides for re-creating our favorite technologies from scratch", contains some.

* https://github.com/codecrafters-io/build-your-own-x


https://www.youtube.com/watch?v=qjWkNZ0SXfo

One Formula That Demystifies 3D Graphics


this is such a a nice video. but honestly understanding perspective divide intuitively is probably less than 1% of what 3d rendering is all about.

if you are looking for a resource for this, I did this exact thing last year through pikuma that man is the best software teacher online I have come across. Highly recommend his 3D software renderer course.

I agree 100% gustavo is such a great teacher. i tried scratchapixel before and its nice but it was with pikuma that everything finally clicked.

Gustavo here. Thank you for the mention!

Wow did not expect to get a thank you from the legend himself! Thank you for your great courses and the care and effort you put into them sir! :D



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