Agreed, that sort of documentation is pure gold when done well.
It's something I always try to pay forward by doing in my own code. For example, one of my own lone-developer projects was an STB-style single-header <canvas>-like rasterizer library for C++. I started the implementation half of the library with a short overview of the rendering pipeline's dataflow and the top-level functions responsible for each stage:
It's something I always try to pay forward by doing in my own code. For example, one of my own lone-developer projects was an STB-style single-header <canvas>-like rasterizer library for C++. I started the implementation half of the library with a short overview of the rendering pipeline's dataflow and the top-level functions responsible for each stage:
https://github.com/a-e-k/canvas_ity/blob/f32fbb37e2fe7c0fcae...