I wanted to share a personal project I've been working on: a GL-like 3D software renderer inspired by the OpenGL 3.3 Core Specification.
The main goal was to better understand GPU behavior and rendering pipelines by building a virtual GPU layer entirely in software. This includes VRAM-backed resource handling, pipeline state management, and shader execution flow.
The project also exposes an OpenGL-style API and driver layer based on the official OpenGL Registry headers, allowing rendering code to be written in a way that closely resembles OpenGL usage.
I'd really appreciate any feedback.