Why and how did I make a zero-dependency graphics library from scratch

submited by
Style Pass
2024-11-30 12:30:04

Hello everyone, today I will tell you why and how I programmed my graphics library fbgl for Linux from scratch and with no dependencies other than Linux headers.

I can’t play games as much as I used to, but as a player and a programmer, there is one game series that I really love: Doom…

I think I was 11 or 12 when I first played Doom, which is the same period when I started writing C, the first Doom game I played was Doom 3 if I remember correctly, but the one that amazed me the most in the whole series was the first Doom from 1993.

Of course, I was not aware of how great this engineering work was when I was still in middle school, all I wanted was to shoot, as time went by I started reading and learning about id software and John Carmack, the source codes of Doom became public and I had the chance to examine it. I think that no C lover can remain indifferent to this game. Like you, I was a fan. At that time, computers that could only render 2D textures could only make this 3D illusion come true with the hands of a really, really talented programmer; I mean we are talking about John Carmack here…

Time passed, I learned some linear algebra at school and eventually I wanted to write my own ray casting engine, so I could make a game that was a little like Doom and sit back and say, wow I’m a decent programmer at least.

Leave a Comment