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A tutorial series demonstrating how OpenGL, Vulkan, Metal, and DirectX work by building a software renderer from scratch in 500 lines of C++ with no external libraries.
This tutorial series teaches how to write a software renderer from scratch in 500 lines of C++, explaining the inner workings of modern 3D graphics APIs.
Analysis showing that Michael Abrash's hand-crafted assembly optimizations nearly doubled Quake's framerate compared to pure C compilation.