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[Java 3D] from scratch - Portals and Cells Occlusion Culling Experimental Reimplementation Test #2
FFP v1.0.1 || 3D Java software renderer || Game development - Pathing
My 3D Java Software Rendering Engine with Dynamic Flood Lighting (Run 2) (Conxeline)
Java 3D from Scratch - Starting 3D - Part 2
FFP v0.4.6 || 3D Java software renderer || An alternative to mip-mapping
Java software render test 2
Java Software 3d Renderer Test 2
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Last Updated: October 30, 2026
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Decided to upload a new video of this small project of mine. Video of the first Showing off relatively new functionality in the FFP (Fixed Function Pipeline) As well as adding ray traced shadows and colored lights, I added a fullscreen mode. Note: by ray traced shadows, I mean that I'm ... We start making pixels appear the on the screen. This video demonstrates some entity pathing. The path is defined by a linked list created from path nodes that are placed using ... demonstration of multithread raytracer in Added shadows to the lightmaps by ray tracing and testing against bounding boxes rather than polygons. Applied a bilinear blur ... I want to show you the current state of my This is a re-recording of my previous recording that has the full screen, fps, and polygon counts visible. Conxeline Uses a blend of ... In this part, we start going over Since I'm not a personal fan of implementing mip-mapping, I thought of a way to go around it. Here you can see what I've thought ... Just another quick scene demonstrating the Going through the book Developing Games In