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Re:Let's compile like it's 1992 (2014) by ecshafer on Monday February 26, 2024 @10:11AM (#39512120)
I think this is more simple from the pov of making a game engine from scratch or a game with complex effects and graphics. But is it more simple from the pov of a high schooler that just wants to get some flat colored shapes on the screen?
Re:Let's compile like it's 1992 (2014) by zozbot234 on Monday February 26, 2024 @10:26AM (#39512335)
Even rendering "flat colored shapes" efficiently can be a bit non-trivial if you expect pixel-perfect results, like you'd get by plotting to an ordinary framebuffer - the GPU's fixed rendering pipeline is not generally built for that. The emerging approach is to use compute shaders, and these are not yet fully integrated with existing programming languages - you can't just edit ordinary C++/Rust code and have it seamlessly compile for CPU and GPU rendering. But we're getting closer to that.