Sign in to follow this  

Writing a renderer from scratch - resource gathering.

Recommended Posts

Hi, I've been tasked with writing a renderer from scratch for an upcoming project. The renderer must - be written in Directx 9.0c. - be completely shader based (i.e. absolutely no fixed function pipeline allowed). - run in a thread concurrent with the main logic thread, rendering at 60fps (V-Synced) and have the possibility to update the logic and physics faster if necessary. - handle multiple viewports. - handle multiple resolutions. Now none of this is partiularly complex but I'd like to know as much about these different areas and more importantly getting them integrated together before I make a leap into writing any code. The multiple viewports and resolutions is a bit of a basic step and was an afterthought for this thread the real focus of my research is going to be writing a renderer which can efficiently sort the rendering of objects to minimise state changes and obviously avoiding the dreaded deadlock. I'm aware of a few techniques regarding double buffered game states etc. which can be used but I'm open to other techniques too so that I can make the best choice on what suits our needs. So if anyone has any advice on writing such a system or links to resources or recommendations for books I should look to aquire the input would be greatly appreciated. Thanks.

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this