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3D Renderer in Rust

I still did not finish the awesome Pikuma's course 3D Computer Graphics Programming and I just needed to test my Rust skills. This course helped me to understand the math and high level logic, but the code is directly inpired by the book Computer Graphics from Scratch by Gabriel Gambetta. I found the math explanations much harder to follow, but the code is easy to read.

So here we are, creating another software rasterizer just for fun.

I managed to render textured triangles in 3D, loaded from an obj and a png files.

Stuff I would like to code:

  • Optimize the code as much as I can. I'm using Optik to profile and following the recomendations from the The Rust Performance Book. I would like to test Cargo's flamegraph and Valgrind
  • Simple textured triangle lightning
  • Gouraud shading? Phong shading?
  • Mesh clipping against the view fustrum
  • Triangle clipping using Homogeneous coordinate clipping
  • Simple scene management. Sets of static meshes, actors. Scene changes. Transitions?
  • Vertex shaders to do fancy animations.
  • Use a music library to play tracker music (mod, xm, s3m, it)
  • Create a cool old-school demo and maybe... maybe... send it to a demo compo?

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