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Rendering Real-Time 3D Before GPUs How I built a real-time 3D renderer on a slow 486 with only 256 colors, using fixed-point math, palette quantization, matcap-style Phong lighting, and x86 assembly. ben3d.ca/blog/renderi...

ben3d.caRendering Real-Time 3D Before GPUsBefore GPUs, with a slow 486 FPU and only 256 colors in Mode 13h, I built a software renderer that combined fixed-point math, palette quantization, matcap-style Phong lighting, and x86 assembly to get...

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Cool, that was roughly when I finished my suite of asm renderers for my engine too, still using display list and was going to add software ZBuffer but then Glide and the world of 3DFX pulled me away from software rasterization (until the GBA came around)

Nice work! I love the full scene work. You have walkable platforms even. Dos as well? Did you use the Watcom compiler that gave you 32 bit mode? I was always jealous that I didn't have that tool.