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Write a 3d engine from scratch

My game Speebot is finally out on Steam! One of the biggest advantages of a custom engine is the absolute code control. I can customize it literally any way I want and optimize it for my specific use case. Universal game engines are called that because they are designed for general use, which results in bloat and often considerable slow downs.
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2d and 3d Game and Rendering Engines for Python - A Curated Collection

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A tutorial series on building a game engine from scratch… almost literally – darma.info

Adam Tuliper. When it came to making games, though, I was a bit lost as to where to start. I then started on DirectX development but realized that, although it was extremely powerful, it seemed like too much code for what I wanted to do. Then, one day, I decided to experiment with Unity, and I saw it could do some amazing things. This is the first article in a four-part series that will cover the basics and architecture of Unity. Unity allows you to interact with them via not only code, but also visual components, and export them to every major mobile platform and a whole lot more—for free.
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Creating a chess engine from scratch (Part 1: Basics)

Results they produce are correspondingly stunning. Many developers may think that building even the simplest 3D application from scratch requires inhuman knowledge and effort, but thankfully that isn't always the case. Here I'd like to share with you how you can build your very own 3D render engine, fully capable of producing nice-looking 3D images. Why would you want to build a 3D engine? At the very least, it will really help understanding how real modern engines do their black magic.
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Doing 3D rendering in software is incredibly satisfying, it's one of those things that can make you feel like a REAL computer programmer compiler implementation has a similar effect, I believe. I briefly scanned through these articles and did not see any mention of polygon clipping. A note to the inexperienced; it took me some years I am dense at times to realize that one of the primary uses for polygon clipping is to clip polygons against the view frustum in view space ie after polygons have been projected to the screen. This is useful to only draw the part of a possibly very large polygon that is visible.
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