Update README.md
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@ -11,7 +11,7 @@ This 3d engine
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- renders objects consisting of arbitrary n-gons with flat colors and an outlines
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- honors colors with alpha
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- supports perspective
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- tries (badly) to sort drawing order by z-depth of the faces
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- tries to sort drawing order by z-depth of the faces
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- supports arbitrary rotation via euler angles
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- applies fuzzy dithering as an effect to simulate image noise
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- applies line shifting as an effect to simulate VCR tracking artefacts
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@ -36,10 +36,11 @@ If I were to continue this project I would
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- create a more robust data format, probably split into a list of vertices and a list of faces referencing vertices
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- implement a more robust way to determine z-depth of a face
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- implement vertex colors (optional)
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- 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
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- 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
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- implement a proper camera system
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- implement normal vectors for the faces to facilitate light based shading, fresnel shading and LUT based shading
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- implement rotation via quaternions
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- add keyframe based animation
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- put all the parts that should be variable into a nice config object
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- honestly … reimplement it in another programming laguage than Python
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- honestly … reimplement it in a more exeecution speed conscious programming laguage than Python (e.g. Rust)
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- 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
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