| krany September 21, 2012, 03:50 PM |
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I'm currently into creating a lightweight, experimental software-rendering engine for a mips architecture (alchemy), which runs under linux. It doesnt have a hardware fpu, only a linux kernel fpu emulator.
It shall be a c++ engine with its own framebuffer module, and shall support tslib input by default (and prefered over mouse/keyboard). It also shall be totally portable (not os portable, but hw portable), so the fpu emulator shall only be used if there is no way out.
As stated, its merely an experiment, to create an engine and to see where are the commons to a modern opengl implementation and hopefully uncover some optimization concepts usefull for pc rendering.
The framebuffer module is not really a matter, it will be a direct memory access, with a sleek api for putting/reading pixels and some enhanced primitives, such as lines, maybe curves, etc.
For the rendering infrastructure i thought of a Scene-oriented concept, based on the idea of a scene master where all "to be rendered" components are registered (maybe through a scene composer, or just by loading a scene bsp). the scene master would then handle all movement-, sequences-, input- events.
I will update this thread as more infos or news arise.
Would love to hear your oppinions, tips or maybe potential performance issues, which i'm not seeing yet.
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