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Portable 3D Real-Time Rendering Engine in C++

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WW92030-STORAGE/VSC

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"I might have to wait, I'll never give up. I guess it's half timing, and the other half is luck..." -Michael Buble

VSC (VOUGA-SHREINER-CANTH) Verified is A real-time 3D rendering engine writtenentirely using software with the intention of being portable.Inspired by various other portable software projects, including those of my very own making.

This is a rasterizer. It uses computational techniques to approximate the reality of lights, shadows, textures, and materials.
If you want a raytracer stay tuned for the sequel FINAL DESTINATION coming soon to theaters near you in thesrc/raytracer directory.

CREDITS

Everything in here is based on the book Mathematics for 3D Game Programming and Computer Graphics (Third Edition) by Eric Lengyel, as well as various other resources including CS354H (UT Austin Computer Graphics Honors) and other online resources on graphics.

Mathematics for 3d Game Programming will be dubbed as the "Skeleton Book" because of its cover. All files were written primarily by NormalExisting using the Skeleton Book (et al.) as basis and inspiration.

DEDICATIONS

Etienne Vouga (Graphics Professor at UT Austin, some of his teachings influences this work)
Dave Shreiner (Author of the Official OpenGL Guide)
Coela Canth (Creator of another rendering engine actually a raytracer)

VSC Verified is a community-made level created and completed ("verified") by player nSwish in the game Geometry Dash, intended to be a joke but also happens to be extremely challenging. It uses the song "Haven't Met You Yet" by Michael Buble as the background music, and requires several perfectly timed inputs to various rhythms presented by the song.

HOW TO USE THIS

Look in theexamples folder for some example runner code. Or you can modifymain.cpp as the runner. The Makefile provided is a template that builds and runsmain.cpp and then therender.py which renders the contents of the output buffer (The buffer to render is to be specified inrender.py).

There is also code inESP32 that makes this compatible with your ESP32.

Be aware that the API is constantly changing as this is in development. However the changes should not need to be too severe.

Rudimentary documentation can be found in the.docs subdirectory.

HOW TO RECREATE THIS

Follow the Skeleton book until the end of chapter 5. Some linear algebra background is recommended.
After chapter 5 we make the actual renderer that has the basic rendering abilities of single-color triangles and meshes under a directional light.
And then after that we go into the more juicy stuff such as texturing, clipping, visibility culling, and the like.

There is a document namedNOTES.md that holds notes that might be useful. It's like playing a game of Super Metroid.

QUESTIONS/CONCERNS/ISSUES

Feel free to push an issue, do a pull request, or simply contact me (NormalExisting on Discord, Bluesky, and Telegram).

SHOWCASE!

Example!Example!
Example!Example!
Example!Example!
Example!Example!
Example!

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