just a 2d rasterizer framework im working on to build a 3d engine around for a upcomming game: - name: Probe - studio: https://scratch.mit.edu/studios/51814250/ https://turbowarp.org/1366637940 what makes it unique? - it stores only 1 integer per pixel in its feamebuffer, packing both z-depth and rgb color. - it stores multiple canvas' of different dimensions. - its built to provide usable framerate inside of scratch, but is generally optimized for turbowarp. - using the [set current canvas(id)] block, you can determine into which canvas the triangles are supposed to be drawn into. development:im starting to make a new engine like jenton is doing, and for now it generally seems promising (performance-wise) but i'll see SGL 1: - first prototype. - deferred pipeline. SGL 2: - complete rewrite. - forward pipeline. - multi-canvas system - no rasterizer. SGL 2.1: - fast rasterizer. SGL 2.2: - vertex data for rasterizer. SGL 2.3a: - minimal deferred pipeline - visibility buffer - easier to impliment shaders - better triangle handling for performance - experimental Tri3D