Summary
In this chapter, we’ve created code to force the errors incurred when trying to plot floating points in whole-number pixel locations. Mathematically speaking, the focus of the chapter was on Bresenham’s algorithms for drawing lines and circles that take the respective equations and create a raster image from them while working with integer values to ensure a pixel-perfect drawing.
In Chapter 4, Graphics and Game Engine Components, we will explore the structure of graphics engines and look at how they are put together to cater to the numerous functions they need to serve.