this post was submitted on 06 Mar 2025
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It's still not entirely done (missing Cubemaps) and it's only a part of a larger project. I've been working on this project off and on for the past 4-ish years.
spoiler
I'm heavily using SIMD to rasterize triangles and all the buffers (minus the frame buffer) are swizzled in a Z pattern for better cache hits. Shadow mapping is rather noisy in some cases. It also supports normal maps and specular reflections.(Excuse the text having a fully transparent background)