Sure, if the financial backing comes in the form of a donations without any strings attached. Sponsorships can be a deal with the devil, I know from first hand experience
I was meaning donations, or funding from a socialist state. I guess I forgot financial backing could mean manipulative sponsorships, which obviously would be risk and could damage the project.
I’m also writing my own 3D software renderer in a project of mine, also no libraries (the renderer at least) and written in C99/ASM and single threaded
That’s pretty cool! If you have your source code public and care to share, I would like to bookmark it.
I’m curious how they’re avoiding floating points. Too bad they don’t provide source code.
It’s still not entirely done (missing Cubemaps) and it’s only a part of a larger project. I’ve been working on this project off and on for the past 4-ish years.
spoiler
I’m heavily using SIMD to rasterize triangles and all the buffers (minus the frame buffer) are swizzled in a Z pattern for better cache hits.
Shadow mapping is rather noisy in some cases. It also supports normal maps and specular reflections.
(Excuse the text having a fully transparent background)
I was meaning donations, or funding from a socialist state. I guess I forgot financial backing could mean manipulative sponsorships, which obviously would be risk and could damage the project.
That’s pretty cool! If you have your source code public and care to share, I would like to bookmark it.
They mentioned they would consider open sourcing the project when it is finished. https://redlib.zaggy.nl/r/GraphicsProgramming/comments/vbpk3j/comment/icauijl/?context=3
They do have some parts and related projects open sourced, including a subset of the integer-only software renderer used in the game.
It’s still not entirely done (missing Cubemaps) and it’s only a part of a larger project. I’ve been working on this project off and on for the past 4-ish years.
spoiler
I’m heavily using SIMD to rasterize triangles and all the buffers (minus the frame buffer) are swizzled in a Z pattern for better cache hits. Shadow mapping is rather noisy in some cases. It also supports normal maps and specular reflections.
(Excuse the text having a fully transparent background)