Not gonna lie, I thought that sentence would end with the FPS being done in printf.
There is only a single printf written in the source code.
``` function printg(arg) { printf(arg); } ```
There was one month time to complete the competition. But it seems you were allowed to reuse any existing other code.
Looks like this was quite fun to work on.
(I feel a bit sad that I would never be able to get one month of free time to work on this now, due to family and job...)
I was somewhat disappointed to realize they used WebGL for rendering the graphics.
> Once I actually got that working doing all of the math by hand in JavaScript I decided that using WebGL would probably be worth it, and actually probably wasn't cheating all that much. WebGL exposes access to the GPU-enabled rendering engine through JavaScript. While it does abstract away some of the rendering, it's less than I thought---it just supports the ability to do the necessary math efficiently---so I decided this wouldn't be cheating. And fortunately, it didn't take long to reproduce the initial renderer, but this time supporting much better (and more efficient) graphics.
From: https://nicholas.carlini.com/writing/2019/3d-renderer-javasc...
You could argue that rasterization itself is being taken care by the implementation, though.