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@ -39,21 +39,25 @@ Possible tricks, cheats and [optimizations](optimization.md) you may utilize inc
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These are some notable software renderers:
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- **[Build engine](build_engine.md)**: So called ["pseudo 3D"](pseudo_3d.md) or primitive 3D, this was a very popular [proprietary](proprietary.md) portal-rendering engine for older games like [Duke Nukem 3D](duke3d.md) or [Blood](blood.md).
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- **[BRender](brender.md)**: Old commercial renderer used in games such as Carmageddon, Croc or Harry Potter 1. Later made [FOSS](foss.md).
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- **[Chasm: The Rift](chasm_the_rift.md) engine**: proprietary 1997 renderer made specifically for one game, notable especially by being a hybrid of "2.5D" and "true 3D", it managed to make it look very good.
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- **[BRender](brender.md)**: Old commercial renderer used in games such as Carmageddon, Croc or [Harry Potter](harry_potter.md) 1. Later made [FOSS](foss.md).
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- **[Chasm: The Rift](chasm_the_rift.md) engine**: Mysterious proprietary 1997 renderer made specifically for one game, notable especially by being a hybrid of "2.5D" and "true 3D", it managed to make it look very good.
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- **[Dark Engine](dark_engine.md)**: Old proprietary game engine which includes a SW renderer, used mainly in the game Thief. The author writes about it at https://nothings.org/gamedev/thief_rendering.html.
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- **[Descent](descent.md) engine**: The 1995 proprietary game Descent featured one of the first real time "[true 3D](true3d.md)" engines based on [portal rendering](portal_rendering.md), it still stands as a marble of that time's technology.
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- **[id Tech](id_tech.md)**: Multiple engines by [Id software](id.md) (later made [FOSS](foss.md)) used for games like [Doom](doom.md), [Quake](quake.md) and its successors included a software renderer. Quake's SW renderer was partially described in the *Michael Abrash's Graphics Programming Black Book*, Doom's renderer is described e.g. in the book *Game Engine Black Book DOOM*.
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- **[Irrlich](irrlicht.md)**: [FOSS](foss.md) game engine including a software renderer as one of its [backends](backend.md).
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- **[Jedi](jedi_engine.md)**: Old proprietary "pseudo3D" engine.
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- **[Mesa](mesa.md)**: [FOSS](foss.md) implementation of [OpenGL](opengl.md) that includes a software rasterizer.
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- **[small3dlib](small3dlib.md)**: [LRS](lrs.md) [C](c.md) 3D rasterizer, very simple.
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- **[raycastlib](raycastlib.md)**: [LRS](lrs.md) [C](c.md) 2D raycasting ("2.5D") engine most notably used in [Anarch](anarch.md).
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- **[small3dlib](small3dlib.md)**: [LRS](lrs.md) pure [C](c.md) "true 3D" rasterizer, very simple but flexible and coming with all the high level features (textures, perspective correction etc.).
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- **[SSRE](ssre.md)**: The guy who wrote [LIL](lil.md) also made this renderer named Shitty Software Rendering Engine, accessible [here](http://runtimeterror.com/tech/ssre/).
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- **[System Shock](system_shock.md) engine**: Old proprietary game engine.
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- **[TinyGL](tinygl.md)**: Implements a subset of [OpenGL](opengl.md).
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- In general many old [games](game.md) in the 90s implemented their own software renderers, so you can look there.
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- **[Ultima underworld](ultima_underworld.md)**: Proprietary game featuring a very early (1992) texture mapped software 3D renderer.
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- **old [Unreal Engine](unreal_engine.md)**: One of the most mainstream popular proprietary engines nowadays featured software rendering fallbacks in early versions.
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- In general many old [games](game.md) in the 90s implemented their own software renderers. Also games on non-3D consoles such as [Gameboy Advance](gba.md) sometimes attempted simple software rendering 3D. These are the places where you can look for interesting renderers of this kind.
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- ...
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## See Also
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- [3D rendering](3d_rendering.md)
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- [pseudo/primitive 3D, 2.5D](pseudo3d.md)
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- ["pseudo/primitive 3D, 2.5D"](pseudo3d.md)
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