Building a Tiny 3D Renderer for a Tiny Handheld
https://saffroncr.itch.io/katavatis/devlog/1534514/building-a-tiny-3d-renderer-for-a-tiny-handheldloading story #49050851
For anyone who enjoys this sort of thing, I found this postmortem of an Alone in the Dark clone for PICO-8 highly informative:
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).
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Highly relevant:
Surface-Stable Fractal Dithering
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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!
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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! :)
Amazing. I never get over the 2 bit colour illusion of scale.
LCD 1 (2022) is an ASCII art project on the same display (by Sharp) of the PlayDate.
Does the upscaling from 200x120 happen pre or post dithering?
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!
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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.