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Textured polygons are the foundation of nearly all 3D games in existence. Used before even 3D-capable GPUs were a thing, they were rendered using nothing but software. How was that achieved? Let’s explore an easy and intuitive method. We create an extensible 3D polygon rasterizer using nothing but standard C++20 (and libSDL for 2D graphics).
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Music list (s = SPC-OPL conversion):
- Super Mario RPG - Sunken Ship (s)
- Tales of Phantasia - Final Act (s)
- Final Fantasy V - World 1+2 (s)
- Famicom Tantei Club 2 - Interviews (s)
- Energy Breaker - Heroes’ Adventure (s)
- Final Fantasy Mystic Quest - Shrine (s)