From 785398f73c44e252bb8064dcab657f7542ca0199 Mon Sep 17 00:00:00 2001 From: Alina Date: Wed, 15 Mar 2023 06:21:19 +0100 Subject: [PATCH] Update README.md --- README.md | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) diff --git a/README.md b/README.md index a8478e8..f495778 100644 --- a/README.md +++ b/README.md @@ -11,7 +11,7 @@ This 3d engine - renders objects consisting of arbitrary n-gons with flat colors and an outlines - honors colors with alpha - supports perspective -- tries (badly) to sort drawing order by z-depth of the faces +- tries to sort drawing order by z-depth of the faces - supports arbitrary rotation via euler angles - applies fuzzy dithering as an effect to simulate image noise - applies line shifting as an effect to simulate VCR tracking artefacts @@ -36,10 +36,11 @@ If I were to continue this project I would - create a more robust data format, probably split into a list of vertices and a list of faces referencing vertices - implement a more robust way to determine z-depth of a face - implement vertex colors (optional) -- immplement proper scaling or vertices based on depth so that they can't overshoot an arbitrary point but will shrink indefinitely the farther they are +- implement proper scaling or vertices based on depth so that they can't overshoot an arbitrary point but will shrink indefinitely the farther they are - implement a proper camera system - implement normal vectors for the faces to facilitate light based shading, fresnel shading and LUT based shading +- implement rotation via quaternions - add keyframe based animation - put all the parts that should be variable into a nice config object -- honestly … reimplement it in another programming laguage than Python +- honestly … reimplement it in a more exeecution speed conscious programming laguage than Python (e.g. Rust) - think hard about why anyone would want to have a generalized simple 3d rendering engine that renders purely CPU based in a world where every computer supports opengl in some way