I don't know who posted it here. But this is not merged to the main website (it's on the "develop" branch), and a lot of resources have not been added. I am still working on it.
It was me. I saw your post from over at lobste.rs "what are you doing this week" [0]. I've had the tab open for a couple days and I thought people over here at HN would like it (and I was right).
Anyway, thanks for the resource. I'm sure people would be interested in the parent page, "Graphics Programming Virtual Meetup" as well:
I had hoped for some more basic stuff. I struggle for 2 months now to implement a fast line draw with width for a embeed cpu. It only has a framebuffer no gpu
It's non-trival though not that hard. Have you asked an LLM?
It depends on your needs
* You can compute a rectangle by expanding a line purpendicular to its direction
The problem with this is you'll get gaps between 2 lines if they are supposed to be connected. You can solve that by trying to connect the corners if the rectangles. Once you do this though you're no longer drawing rectangles. You might have to make a simple triangle rasterizer. Or a scanline rasterizer
* You can "drag a brush". You compute a single line, then at each pixel, draw a sprite/circle/rectangle around that pixel. That's slow because you'll draw every pixel more than once but it will work and might be fast enough
This has the issue with the ends will be different unless your brush is round. If that's ok then it works.
All of these are something you can ask Gemini, ChatGPT, Claude, and they'll spit out an exmaple in the language of your choice.
I don't know who posted it here. But this is not merged to the main website (it's on the "develop" branch), and a lot of resources have not been added. I am still working on it.
Created an account just to say this
It was me. I saw your post from over at lobste.rs "what are you doing this week" [0]. I've had the tab open for a couple days and I thought people over here at HN would like it (and I was right).
Anyway, thanks for the resource. I'm sure people would be interested in the parent page, "Graphics Programming Virtual Meetup" as well:
https://gpvm-website.netlify.app/
[0] https://lobste.rs/s/dppelv/what_are_you_doing_this_week
The link just below the title indicates it was submitted by 'abetusk (https://news.ycombinator.com/user?id=abetusk).
I had hoped for some more basic stuff. I struggle for 2 months now to implement a fast line draw with width for a embeed cpu. It only has a framebuffer no gpu
It's non-trival though not that hard. Have you asked an LLM?
It depends on your needs
* You can compute a rectangle by expanding a line purpendicular to its direction
The problem with this is you'll get gaps between 2 lines if they are supposed to be connected. You can solve that by trying to connect the corners if the rectangles. Once you do this though you're no longer drawing rectangles. You might have to make a simple triangle rasterizer. Or a scanline rasterizer
* You can "drag a brush". You compute a single line, then at each pixel, draw a sprite/circle/rectangle around that pixel. That's slow because you'll draw every pixel more than once but it will work and might be fast enough
This has the issue with the ends will be different unless your brush is round. If that's ok then it works.
All of these are something you can ask Gemini, ChatGPT, Claude, and they'll spit out an exmaple in the language of your choice.
I've used this one:
https://gist.github.com/ArminJo/8dc4e61847a693e99bdde919cc70...
The bible of graphics programming, everything with software rendering,
"Computer Graphics: Principles and Practice"
https://www.informit.com/store/computer-graphics-principles-...
Yeah, it is a steep price as many academia books, maybe you can find it on a library nearby, as its first edition was in 1982.
https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm
Fast, thick lines, no gpu
Choose 2
Nothing on volumetrics.