Software Rendering in 500 Lines of Bare C++

Software Rendering in 500 Lines of Bare C++

I guide students through building a software renderer from scratch using only 500 lines of bare C++. By avoiding third-party libraries and graphics APIs like OpenGL or Vulkan, we manually implement core concepts to understand how modern 3D graphics actually work. This hands-on approach transforms complex theory into a tangible project, proving that deep understanding comes from writing the code yourself rather than relying on pre-built tools.

I do not intend to show how to write GPU applications — I want to show how they work.
  1. articulatepang

    I went through this a few months ago in Rust. I wrote all the code by hand, no LLMs. Then I went ahead and added a small "game" on top, plus some special effects like pixelization shaders and chromatic aberration at the edge of a flashlight.

    https://github.com/kshitijl/tinyrenderer-rs

    if anyone is interested! The repo has lots and lots of in-progress screenshots so you can see the renderer come to life, plus all the hilarious visual bugs along the way.

    I learned a lot! My biggest lesson, other than the specifics of how rendering works, was that modern CPUs are really fast: a single-threaded CPU renderer can definitely run an interactive 3D game with some fancy special effects.

  2. nkanaev

    This resource, along with Mathematics for Computer Graphics by John Vince [1], was truly indispensable when I wrote my own software renderer [2]. This was long before LLMs, so the whole process took me at least a couple months - most of it trying to wrap my head around math behind computer graphics and tracking down C segmentation faults. Fun times.

    [1]: https://www.amazon.co.uk/Mathematics-Computer-Graphics-John-...

    [2]: https://github.com/nkanaev/tipsy

  3. bob1029

    I wish we could have just one of these tutorials properly cover the concern of triangle clipping. This is the part that I struggle with the most in a software renderer. If you are going to be building a practical one, this is something you will eventually have to deal with, even for super basic scenes. Any time geometry intersects the view frustum you need to clip those triangles.

  4. espetro

    Finally an engineering feat that's not built in Rust

  5. atan2

    on the topic of software rendering, im surprised how little gustavo pezzi's lectures get mentioned here on hacker news.

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2026-07-23