Building a Tiny 3D Renderer for a Tiny Handheld
202 points - last Wednesday at 6:09 PM
Sourcealex-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).
bdickason
today at 1:42 PM
Agreed - I expected someone trying to render a simple object or scene and was pleasantly surprised.
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!
+1 for TrenchBroom, itβs amazing software.
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".
Amazing. I never get over the 2 bit colour illusion of scale.
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! :)
xyzsparetimexyz
today at 10:48 AM
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!
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.