Top Tweets for #Softwarerendering
Point Sprites
Going bit a over the top with point sprites in the PS3D demo.
#2d #3d #pointsprites #softwarerender #softwarerendering #polygon #retrodev #gamedev #coder #coding #developer
https://t.co/nUW9fD3oK1
When you rework stuff for optimization and it stops working as intended!
(╯°□°)╯︵ ┻━┻
#Softwarerendering

And Filled triangles are done!
#cpp #computergraphics #pikuma #homemadehero #mli #moonlightinteractive #softwarerendering #rendering #sdl @libsdl
Testing polygon subdivision / clipping replacement in PS3D (Software rendering for PlayBASIC)
#retrogames #retro #dev #2d #3d #polygon #basic #softwarerendering #coding #programming #indiedev #gamedev
https://t.co/lEpS43ljol
After seeing someone doing 1 Million Cubes using Vulkan, I wanted to see how far I can push my Softwarerenderer. This is 50x50x50 (125000), so an order of magnitute smaller, but it's something :D
(My CPU is crying for help)
#Solodev #Softwarerendering #3D

Hardware is no longer a limit.
I just integrated Mesa-based Software Rendering into NextLevel Engine. Now it runs anywhere—even without a dedicated GPU. Pure CPU power handling the entire visual kernel.
#NextLevelEngine #GameDev #Mesa #SoftwareRendering #Cpp #LowLevel
Working Minimap (sorry for the Flashbang), Torch and interactive doors!
#Softwarerendering #Dungeoncrawler #Indiedev
Added a basic darkness effect. Sets the mood. Now, were did I put my torch? I hope I didn't forget it...
#Softwarerendering #Gamedev #Indiedev #Dungeoncrawler
Horray! Basic collision is working. Ofcourse, I had to make the underlying pipeline flexible instead of doing something grid-based 🫠. So my own FBX importer can import collisionboxes when following a namingconvention (similar to Unreal), now.
#Softwarerendering #Dungeoncrawler

And now with some flares on top. This thing runs at ~150FPS at 720p on a CPU. Updating the skybox faces themselves with Hosek-Wilkie model takes about 3ms each frame. https://t.co/c64RvQHCja #softwarerendering
Fixed the Pathways for the new base-tilesize and gave roomtiles some walls. I think this is good enough for now. Turned out better than I expected.
#Softwarerendering #Gamedev #Indiedev #Dungeoncrawler #roguelike

Romm setup is working! Well that was simple. Don't mind the spacing. I am rethinking my base tilesize. Need to remodel hallway tiles.
#Softwarerendering #Gamedev #Indiedev #Dungeoncrawler

Okay, passage generation seems to be working fine. Next thing: Rooms. May need to do subspawner doing rooms across the space, only. Then generate passages inbetween.
#Softwarerendering #Gamedev #Indiedev #DungeonCrawler

Added depth test and perspective corrected UVs
Okay this is going somewhere! Improved the rendering of the reflection capture and added a bit of color tint on it. It's kinda looking like metal now, in software!
#Softwarerendering


Loaded a sphere into this map with a Skybox(Sphere) Texture...and instantly got some intrusive thoughts. IT WORKS...kinda. Reflectioncapture needs to be fixed. This isn't really correct but as a concept works :D
#Softwarerenderer

Software-rendered 3D games in 2025? Forget GPUs, let's crank CPUs like it's 1998. Indie devs building low-poly worlds without the API apocalypse Resonance of retro efficiency in a bloated tech era.
Gives me Nintendo Throwbacks. Mofos did crazy stuff
#SoftwareRendering #RetroTech
🚨3D Voxel Engine Update!🚨
🧱 Added more shapes: half height blocks, slopes, and more coming soon
🌀 3-axis rotation system objects
🧪 Repo: https://t.co/XySqlN1lLm
#Lua #Love2D #GameDev #IndieDev #OpenSource #VoxelEngine #Retro3D #SoftwareRendering #WIP #ScreenshotSaturday
going down the shaft! Implemented horizon bending like in Subway Surfers or Animal Crossing
#gamedev #indiedev #softwarerendering #endlessrunner #autorunner #SubwaySurfers #AnimalCrossing

Adding some textures to the mix! Shoutout to @2Biiit for his texturepacks.
Texturerendering is a bit slow, may need to optimize that later once more stuff is on the screen.
#gamedev #indiedev #softwarerendering #endlessrunner #autorunner

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