G-Engine #4: Basic 3D Rendering

In the last G-Engine post, we got the game loop and frame “delta time” calculations working. We’ve now got a blank, empty game window - yay? Despite the unimpressive result, we’ve got a beating heart under the hood: an update loop being called at roughly 60 frames per second.

Empty windows are no fun, so my next goal is to get something - anything - rendering in the game window. Graphics are a vital and exciting part of any game, and rendering can give us vital visual feedback as we move on to implementing and debugging 3D object placement, cameras, rotations, and data loading for 3D meshes and animations.

This post will focus on rendering a single triangle on screen. Though the result is simple, we’ll cover a lot of ground towards building a 3D rendering system that will be extended and enhanced as we move forward.

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