# 3D rendering

Published articles for 3D rendering.

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## Building Depth: Designing and Developing a 3D Renderer Inside Figma

DevFeed: [Building Depth: Designing and Developing a 3D Renderer Inside Figma](<https://devfeed.tech/articles/building-depth-designing-and-developing-a-3d-renderer-inside-figma-8995.md>)

Original publisher: [Read original article](<https://tympanus.net/codrops/2026/09/13/building-depth-designing-and-developing-a-3d-renderer-inside-figma/>)

Author: Aleksei Kipin

Published: 2026-09-13T11:34:39Z

Content type: article

Language: en

Sources: [Codrops](<https://devfeed.tech/sources/codrops.md>)

Topics: [Figma 3D renderer](<https://devfeed.tech/topics/figma-3d-renderer.md>), [Figma](<https://devfeed.tech/topics/figma.md>)

Tags: [3d](<https://devfeed.tech/tags/3d.md>), [3d-design](<https://devfeed.tech/tags/3d-design.md>), [3d-modeling](<https://devfeed.tech/tags/3d-modeling.md>), [3d-renderer-for-figma](<https://devfeed.tech/tags/3d-renderer-for-figma.md>), [3d-rendering](<https://devfeed.tech/tags/3d-rendering.md>), [3d-visualization](<https://devfeed.tech/tags/3d-visualization.md>), [3d-workflow](<https://devfeed.tech/tags/3d-workflow.md>), [articles](<https://devfeed.tech/tags/articles.md>), [case-study](<https://devfeed.tech/tags/case-study.md>), [creative-development](<https://devfeed.tech/tags/creative-development.md>), [depth-3d-renderer](<https://devfeed.tech/tags/depth-3d-renderer.md>), [depth-figma](<https://devfeed.tech/tags/depth-figma.md>), [depth-figma-plugin](<https://devfeed.tech/tags/depth-figma-plugin.md>), [design-engineering](<https://devfeed.tech/tags/design-engineering.md>), [design-tools](<https://devfeed.tech/tags/design-tools.md>), [figma](<https://devfeed.tech/tags/figma.md>), [figma-3d](<https://devfeed.tech/tags/figma-3d.md>), [figma-3d-renderer](<https://devfeed.tech/tags/figma-3d-renderer.md>), [figma-plugin](<https://devfeed.tech/tags/figma-plugin.md>), [figma-plugin-design](<https://devfeed.tech/tags/figma-plugin-design.md>), [interactive-3d](<https://devfeed.tech/tags/interactive-3d.md>), [plugin-development](<https://devfeed.tech/tags/plugin-development.md>), [product-design](<https://devfeed.tech/tags/product-design.md>), [product-design-case-study](<https://devfeed.tech/tags/product-design-case-study.md>), [real-time-rendering](<https://devfeed.tech/tags/real-time-rendering.md>), [three-js](<https://devfeed.tech/tags/three-js.md>), [ui-design](<https://devfeed.tech/tags/ui-design.md>), [ux-design](<https://devfeed.tech/tags/ux-design.md>), [visualization](<https://devfeed.tech/tags/visualization.md>), [webgl](<https://devfeed.tech/tags/webgl.md>), [workflow](<https://devfeed.tech/tags/workflow.md>)

### AI overview

An article about building Depth, a Figma plugin for quickly rendering 3D models during design work. It describes the workflow, plugin architecture, rendering behavior, and export approach.

### Source excerpt

A look at how Depth came together, from building a 3D renderer inside Figma to designing a website that explores what it can do.

## A Flexible Reflection System in C++: Part 1

DevFeed: [A Flexible Reflection System in C++: Part 1](<https://devfeed.tech/articles/a-flexible-reflection-system-in-c-part-1-21013.md>)

Original publisher: [Read original article](<https://preshing.com/20180116/a-primitive-reflection-system-in-cpp-part-1>)

Author: Jeff Preshing

Published: 2018-01-16T14:21:00Z

Content type: article

Language: en

Sources: [Jeff Preshing](<https://devfeed.tech/sources/jeff-preshing.md>)

Topics: [C++](<https://devfeed.tech/topics/c-plus-plus.md>), [Programming](<https://devfeed.tech/topics/programming.md>), [Game engine](<https://devfeed.tech/topics/game-engine.md>), [JSON](<https://devfeed.tech/topics/json.md>), [OpenGL](<https://devfeed.tech/topics/opengl.md>), [3D rendering](<https://devfeed.tech/topics/3d-rendering.md>), [GitHub](<https://devfeed.tech/topics/github.md>)

Tags: [3d-rendering](<https://devfeed.tech/tags/3d-rendering.md>), [c-plus-plus](<https://devfeed.tech/tags/c-plus-plus.md>), [code](<https://devfeed.tech/tags/code.md>), [github](<https://devfeed.tech/tags/github.md>), [graphics](<https://devfeed.tech/tags/graphics.md>), [json](<https://devfeed.tech/tags/json.md>), [programming](<https://devfeed.tech/tags/programming.md>)

### AI overview

This article presents a small runtime reflection system for C++11. It explains how runtime-created type descriptors represent C++ type metadata and support serialization, rendering, graphics programming, and JSON-based asset importing in a custom game engine.

### Source excerpt

In this post, I'll present a small, flexible system for runtime reflection using C++11 language features. This is a system to generate metadata for C++ types. The metadata takes the form of TypeDescriptor objects, created at runtime, that describe the structure of other runtime objects. I'll call these objects type descriptors. My initial motivation for writing a reflection system was to support serialization in my custom C++ game engine, since I have very specific needs. Once that worked, I began to use runtime reflection for other engine features, too: 3D rendering: Every time the game engine draws something using OpenGL ES, it uses reflection to pass uniform parameters and describe vertex formats to the API. It makes graphics programming much more productive! Importing JSON: The engine's asset pipeline has a generic routine to synthesize a C++ object from a JSON file and a type descriptor. It's used to import 3D models, level definitions and other assets. This reflection system is based on preprocessor macros and templates. C++, at least in its current form, was not designed to make runtime reflection easy. As anyone who's written one knows, it's tough to design a reflection system that's easy to use, easily extended, and that actually works. I was burned many times by obscure language rules, order-of-initialization bugs and corner cases before settling on the system I have today. To illustrate how it works, I've published a sample project on GitHub: This sample doesn't actually use my game engine's reflection system. It uses a tiny reflection system of its own, but the most interesting part - the way type descriptors are created, structured and found - is almost identical. That's the part I'll focus on in this post. In the next post, I'll discuss how the system can be extended. This post is meant for programmers who are interested in how to develop a runtime reflection system, not just use one. It touches on many advanced features of C++, but the sample project

## Building Ogre3D from Sources on Fedora 15

DevFeed: [Building Ogre3D from Sources on Fedora 15](<https://devfeed.tech/articles/building-ogre3d-from-sources-on-fedora-15-40660.md>)

Original publisher: [Read original article](<https://radek.io/posts/building-ogre3d-from-sources-on-fedora-15/>)

Published: 2011-08-10T00:00:00Z

Content type: tutorial

Language: en

Sources: [Radek Pazdera](<https://devfeed.tech/sources/radek-pazdera.md>)

Topics: [3D rendering](<https://devfeed.tech/topics/3d-rendering.md>), [Fedora](<https://devfeed.tech/topics/fedora.md>), [CMake](<https://devfeed.tech/topics/cmake.md>), [OpenGL](<https://devfeed.tech/topics/opengl.md>), [Library](<https://devfeed.tech/topics/library.md>)

Tags: [3d-rendering](<https://devfeed.tech/tags/3d-rendering.md>), [build](<https://devfeed.tech/tags/build.md>), [cmake](<https://devfeed.tech/tags/cmake.md>), [fedora](<https://devfeed.tech/tags/fedora.md>), [library](<https://devfeed.tech/tags/library.md>), [opengl](<https://devfeed.tech/tags/opengl.md>)

### AI overview

A walkthrough for building the Ogre 3D rendering engine from source on Fedora GNU/Linux or similar RPM-based distributions. It covers installing CMake and dependencies, configuring source and build directories, generating build files, compiling the library, and installing it.

### Source excerpt

I build software products and write on the Internet.