@@ -18,9 +18,11 @@ provide a platform to define logic, render graphics, and access
1818system resources like audio and input, as well as providing a
1919cross-platform abstraction to the developer.
2020
21- Brenta-Engine is more positioned towards the "big-engine"
22- category. Here is an high level overview of the major classes that are
23- used in the engine:
21+ Brenta-Engine is more positioned towards the "big-engine" category,
22+ while my other game engine
23+ [ micro-engine.h] ( https://san7o.github.io/micro-engine.h/ ) falls on the
24+ other side. Here is an high level overview of the major classes that
25+ are used in the engine:
2426
2527![ high-level-overview] ( ./brenta-picture.png )
2628
@@ -86,20 +88,20 @@ following:
8688
8789- rasterization: this is the most popular technique for real time
8890 rendering since we have hardware that can do it fast, and it is the
89- default technoque in the engine. Its primitive is the triangle,
90- which is formed of three vertexed in 3D space. A vertex may also
91+ default technique in the engine. Its primitive is the triangle,
92+ which is composed of three vertices in 3D space. A vertex may also
9193 store a color or a position in a texture (often called ` uv `
9294 coordinates). Given a triangle, after projecting it to the screen,
93- the renderer (whether software or hardware accelerated) will iterate
94- over discrete pixels inside the triangle and color them based on a
95- coloring algorithm or program (fragment shader). This "projection"
96- is achieved by multiplying together three matrices: the ` model ` or
97- ` world ` matrix which translates a vertex to its position in world
98- space, the ` view ` matrix which shift and rotates the world based on
99- the camera position (If the camera moves 5 feet to the right, it’s
100- mathematically the same as moving the entire world 5 feet to the
101- left), and ` projection ` matrix which applies perspective and
102- field-of-view; this ultimately maps the vertices inside a cube
95+ the renderer (whether software or hardware accelerated) will
96+ interpolate over discrete pixels inside the triangle and color them
97+ based on a coloring algorithm or program (fragment shader). This
98+ "projection" is achieved by multiplying together three matrices: the
99+ ` model ` or ` world ` matrix which translates a vertex to its position
100+ in world space, the ` view ` matrix which shift and rotates the world
101+ based on the camera position (If the camera moves 5 feet to the
102+ right, it’s mathematically the same as moving the entire world 5
103+ feet to the left), and ` projection ` matrix which applies perspective
104+ and field-of-view; this ultimately maps the vertices inside a cube
103105 called the Canonical Cube where the GPU can work with.
104106- ray tracing: the general idea is to shoot a ray (which is just a
105107 line) for each pixel (sometimes more than one ray per pixel) which
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