Starting point...

Published August 26, 2008
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To put the timeline into perspective, I'll probably be putting on avg 1-2 hours per day on this project, maybe more if my daily schedule permits.

Ok, so I actually starting writing this renderer several days ago and I think i've gotten a faily good starting point.

A few general points on the platform:
* Cross platform C++ code
* SDL for windowing
* Visual Studio C++ 2005 IDE/compiler

Progress thus far...

I began with a fairly good idea of the kind of framework this renderer would sit in. I didn't want to deal with anything lower level than filling in the colour of pixels in a window, so I opted to use SDL and its windowing/surface filling functionality. It also has the added benefit of being cross platform (not to get ahead of myself or anything).

The next thing I needed was a good math library. I didn't want to write a new math library from scratch (boring).. but I also didn't want to take the easy way out. The compromise was to rip out the math code/pseudo-library I had written in a previously failed attempt at an OpenGL game. The code was by no means a complete math library, it only had classes for Vector2, Vector3 and Matrix4x4, but it was a decent starting point and allowed me to bypass the boring early stages of writing a math library.

To be continued...
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Comments

ApochPiQ
Sounds like an ambitious but highly educational project. I remember the first software renderer I wrote... heck of a challenge, but good times all around [smile]

Best of luck!
August 26, 2008 09:34 PM
Clapfoot
Yup.. education is definately the goal here. Thanks!
August 26, 2008 10:20 PM
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