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 2 hours ago [-]
Agreed - I expected someone trying to render a simple object or scene and was pleasantly surprised.
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! :)
bdickason 2 hours ago [-]
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!
agys 1 hours ago [-]
LCD 1 (2022) is an ASCII art project on the same display (by Sharp) of the PlayDate.
Amazing. I never get over the 2 bit colour illusion of scale.
Panzerschrek 2 hours ago [-]
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.
xyzsparetimexyz 5 hours ago [-]
Does the upscaling from 200x120 happen pre or post dithering?
ant6n 2 hours ago [-]
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!
Rendered at 15:45:35 GMT+0000 (Coordinated Universal Time) with Vercel.
https://www.lexaloffle.com/bbs/?tid=3804
Surface-Stable Fractal Dithering
https://runevision.com/tech/dither3d/
https://www.youtube.com/watch?v=HPqGaIMVuLs
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! :)
Very cool, thanks for sharing!
https://lcd.ertdfgcvb.xyz
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.