@jsbarretto@social.coop
@jsbarretto@social.coop avatar

jsbarretto

@jsbarretto@social.coop

Interested in Rust ๐Ÿฆ€, trains & sustainable urbanism ๐Ÿš‡, politics of the left ๐ŸŒน, gardening ๐ŸŒป, type systems & language dev ๐Ÿช„, energy policy ๐Ÿ”Œ, gamedev ๐Ÿ•น๏ธ, ecology ๐ŸŒฑ. Born at 364 ppm ๐ŸŒ.

The future is not synthesised in Silicon Valley, it is forged by us all โœŠ

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jsbarretto, to gamedev
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This is a bit of a stretch, but does anybody have experience implementing frustum polygon clipping, in software, in a very resource-constrained environment? I've some questions I'd love to ask.

My current approach seems to be unviable, it's taking up more of my frame time than rasterisation!

jsbarretto, to random
@jsbarretto@social.coop avatar

A few days ago I suddenly had a desire to port Super Mario 64 to the Gameboy Advance.

I quickly realised that a straight port was going to be impossible given that the GBA:

  • Is about an order of magnitude slower than the N64
  • Lacks a GPU or any sort of hardware parallelism (you get about 10 cycles per pixel, per frame to rasterise everything in software, and that's it)
  • Has no hardware support for floating point maths

So, I guess I'm rewriting the whole thing from scratch.

video/mp4

jsbarretto,
@jsbarretto@social.coop avatar

Found some more time to work on this over the past week. The rasteriser is now significantly faster, the physics code is more rugged, I added a proper player model, and am now experimenting with some basic animations. It's starting to feel like... a thing?

A short video of a very low-poly Mario running around Peach's Castle. He has a very simple running animation.

jsbarretto,
@jsbarretto@social.coop avatar

@eniko Animation interpolation done entirely with shifts and adds, it's so janky. Good fun though.

jsbarretto,
@jsbarretto@social.coop avatar

@eniko If I find the energy and time, I'd like to do that. There are some really neat tricks that went into making it all run at somewhat playable speeds. Video or blog post?

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