Graphics Programming with LambdaCube 3D - Part 2 of 2
summary
Uses LambdaCube 3D to build a working purely functional GPU pipeline: a simple 3D game with asteroid pool instancing (software pool, not hardware instancing), generated collision spheres visualized as wireframes, a particle system with additive blending, screen-space post‑process distortion, and a Quake 3 map renderer compiled on the fly. Shows concrete fixes: per‑object bounding‑sphere scaling, a bullet pool, and a performance pain point — ~300 shader program switches per frame — with a plausible ~10× speedup by hoisting material into a uniform. Repository and examples are provided.
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