Pico3D: Open World 3D Game Engine for the PicoSystem (RP2040 Microcontroller) g github.com 265 bstrobl 3 years ago 39 comments
The method allows saving substantially on any overdraw since fillrate is really the primary bottleneck here.
I did a quick check on your page and it seems the implementation describes a per triangle setup vs the more complicated solution by Carmack and his team? Could still work well for larger triangles, maybe with a check on triangle size to avoid really small ones.
Quake did after all utilize 3 different rasterizers to optimize performance depending on use case.