@svadrb@maciejhalber I just asked Claude to make the app with fixed function OpenGL. Also gave specifics about the data to render and collect. I was searching for an edge-edge separation function that would be easy to root find over time
AI assisted coding — if you aren’t using AI for software engineering then you’re being swallowed by a whale. You don’t want to be swallowed by a whale.
https://t.co/caJFEDl2JK
@kodingnights I’m just running it in real time for my game, it solves all the lighting within the HRC grid one-shot so it’s suitable for fast paced games too. For larger res games you can do tricks like rotate which quadrant you update, upscale the lighting. HRC is a fast algorithm
NEWS! raylib custom Software Renderer backend [rlsw] has been finally merged! 🚀
For the first time in this 12-years journey, there is a NO-DEPENDENCIES path available for raylib rendering, no platform library (direct Win32 implementation) and no OpenGL required! 🤯
@raysan5 That’s so cool! It’s truly cross platform then. Is it possible to make a “shader debugger” by stepping through CPU function that’s functionally equivalent to shader functions?
✅ Design a 2D renderer from first principles
✅ Break all the rules (in a cute way)
✅ Getting swallowed by whales
A Tour of Cute Framework's Renderer https://t.co/3FPDJlxsu1