Had the itch to get back to basics with graphics this week so I wrote a software rasterizer in Rust. The rasterizer SIMD approach is based on @rygorous 's excellent tutorial series here: https://fgiesen.wordpress.com/2013/02/17/optimizing-sw-occlusion-culling-index/
Plenty of work to do like some kind of multithreading scheme and perhaps even textures. But it's always satisfying to see shaded triangles. I'll share the code at some point if I clean it up 🧹