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...
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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...
At first my PC engine was DOS & assembler only and was used to write my first PC game in 1995 to get into the games industry (youtu.be/AkA_wkLgIKw?...), it used a pmode header, then slowly switched to Watcom and C/C++ and then Windows (and a bunch of different platforms), such a long time ago now
youtu.beAssault with soundYouTube video by HerrLynnsTube