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Showing posts with the label 3D

3D Engine Design

During the past weeks, I haven't been able to come up with something new and/or meaningful. But for those interested in building a 3D engine, I came across the Lightfeather 3D engine . And the guys over there describe (in a high level manner - functional point of view) the design of their engine. So an experienced graphics developer might use this information to design a "copy" or get inspired by the Lightfeather engine. Following is the "table of contents" of the Lightfeather 3D engine design: Introduction Geometry Scene Portals Rendering
Well not much happened today. I was able to implement a triangle filling routine and read a bit on .NET remoting. I thought about how to implement a Z-Buffer for my small system and thought about homogenous clipping as well. The problems I have right now are: I want to implement basic triangle 2D screen-space clipping. Which itself is not a big deal but I do not want to implement a polygon filling scan-line algorithm. A polygon may be the outcome of a triangle clipped against a rectangular clip window. So what is there to do ? Either clip a triangle which produces a polygon and implement a "simple" scanline algorithm to fill that polygon. The other option is of course to split the triangle into a series of triangles. Either way has its intricacies. As mentioned in yesterday's I want to implement homogenous clipping for triangles. Which makes things even more complicated then a simple 2D clipper. The reason is that not only a triangle can be split into a series of triangle...