Software OpenGL Rasterizer + Quake 3 Arena

Published April 25, 2014
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second test with Quake3 Arena, this time in 1440x900...




differences from before:
* More performance tweaks / micro-optimization;
* Now the rasterizer supports multiple threads (2 threads were used in this test, with the screen divided in half);
* Inline ASM is used in a few places;
* ...


it is still sort of laggy, but I am not really sure how far software rasterization can be pushed on a generic desktop PC.

CPU: Phenom II X4 3.4 GHz;
RAM: 4x4GB PC3-1060


note: it is a fair bit faster at 1024x768 or lower...
1 likes 2 comments

Comments

TheChubu

Impressive dude.

April 28, 2014 12:12 AM
cr88192

Impressive dude.

granted, albeit, it is looking like this is near the limit of what may be achieved within a reasonable level of time/effort.

as-is, it was about 3 weeks effort to get this far, and as-is is around 26 kLOC, so an apparent average of about 1.24 kLOC/day, though parts of the code were reused from my 3D engine, so the actual amount of newely-written code may be lower.

I may consider going and making the source available.

ADD:

http://cr88192.dyndns.org:8080/2014-04-27_bgbrasw_dump0.zip

April 28, 2014 01:40 AM
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