Building a Tiny 3D Renderer for a Tiny Handheld

210 points - last Wednesday at 6:09 PM

Source

Comments

busfahrer today at 11:46 AM
For anyone who enjoys this sort of thing, I found this postmortem of an Alone in the Dark clone for PICO-8 highly informative:

https://www.lexaloffle.com/bbs/?tid=3804

alex-moon today at 10:05 AM
What an excellent example of designing for the medium instead of trying to make the medium do something it's not good at! Your whole approach shows a real love, like a delicate respectfulness, that I think characterises early games and is less apparent as the systems get better (though I am sure it is still there).
wewewedxfgdf today at 12:52 PM
bdickason today at 1:41 PM
I love this post because it goes well beyond "can I render 3d graphics on this device" and into "how can i play with the combo of art and rendering tech to get a nice looking scene on this device.

Very cool, thanks for sharing!

tslmy today at 5:22 PM
This is breathtaking. I did something similar[1] porting a 3D dice roller I wrote to a $60 GBA clone, and I _thought_ that was hardcore already. This is next level.

[1]: https://blog.myli.page/rolling-dice-on-a-60-handheld-08be278...

mkirsten today at 5:18 PM
Thanks for sharing both an amazing topic - engineering with significant constraints, a great medium - handheld game devices, as well as some wisdom - If you want to make actual progress, try to aim for "good enough".
cmovq today at 7:44 PM
+1 for TrenchBroom, it’s amazing software.
hahahaa today at 12:40 PM
Amazing. I never get over the 2 bit colour illusion of scale.
vkaku today at 2:59 PM
Actually done a good job - talks about dithering, perspective correct mapping and the artifacts seen in the PS1 era etc. Pretty good start.

Add more lighting and shadows to the game before that dithering pass and then see how far you can push this, and write about it. Cheers! :)

agys today at 2:23 PM
LCD 1 (2022) is an ASCII art project on the same display (by Sharp) of the PlayDate.

https://lcd.ertdfgcvb.xyz

xyzsparetimexyz today at 10:48 AM
Does the upscaling from 200x120 happen pre or post dithering?
ant6n today at 1:20 PM
Given the 168MHz ARM, the real innovation here is the way stable dithering and a cell shading look was used to make the graphics good looking. Very well done!
chronogate_op today at 6:50 PM
[flagged]
Panzerschrek today at 2:04 PM
Looks nice for such wimpy hardware.

But using 16-bit Z-buffer for 1-bit display seems to be an overkill. Sorting polygons works mostly fine if done right, especially if BSP tree is already used.