u/marianpekar

The first, mostly introductory part of a new series in which we'll build a physics engine on top of a 3D software renderer we've built from scratch in the previous series.
In this opening part, we'll set up the project, implement a few minor preparatory changes, take a highl-level look at the architecture of a physics engine, and outline the plan for how we're going to build our own across the upcoming eight parts.

In

u/marianpekar — 14 days ago
▲ 4 r/code

Hi, my name is Marian, and I've spent a year writing a series of tutorials on how to build a 3D software renderer in Odin from scratch, starting with a general overview of the rendering pipeline, then covering the basics, and progressing to Phong shading with multiple lights.

Everything is available on my blog for free, no ads, no paywall, no tricks. You can Buy Me a Coffee to support my work, and I'd very much appreciate it, but it's entirely optional.

Links to all 14 parts of the series:

And some examples:

8 render modes

Phong shading with 2 light sources

Phong shading

I've also recently built a rigid-body physics engine on top of that, with two types of colliders, box and sphere, featuring raycasting, gravity, friction, bouciness, etc., and I'm currently working on the first part of a new series of tutorials to cover it all.

Physics engine built on top of 3D software renderer.

reddit.com
u/marianpekar — 22 days ago