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Doom on Playdate

devforum.play.date

21–30 of 43 posts

Re: Doom on Playdate

#21
post #19

Needs to use an Atkinson dither to minimise the dither error/distraction, this would produce clearer black and whites at the expense of a little colour/shade accuracy.

Dunno what Return of the Obra Dinn used as dithering but these videos of Doom running naive 1-bit clamping immediately makes me beg for it having the aesthetic of RotOD.

Obra Dinn took a lot of experimentation to get right. The devlog for it on TigSource[1] has some big parts just related to dithering. For instance this post[2] and this post[3]. A user called Koloth also helped provide an Atkinson-like effect that works in a shader.

[1]https://forums.tigsource.com/index.php?topic=40832.0

[2]https://forums.tigsource.com/index.php?topic=40832.msg121719...

[3]https://forums.tigsource.com/index.php?topic=40832.msg136374...

Re: Doom on Playdate

#22
post #14

Earlier quoted context omitted.

Have you seen the Playdate IRL? Its screen is very nice.

The screen is amazing. Backlight would be nice but the screen itself is great.

I would love a backlight in my play date. The main thing stopping me playing it as much is whenever I pick it up, I feel I have to move to get light to see the screen at least 50% of the time.

Re: Doom on Playdate

#23

I would have gotten the Playdate if it had a color e-ink display, hoping the next one would have one if there are plans for Panic to do this. The benefits of color and also the benefits of low powered, long battery life with possibly the chance to change the color to black and white like original playdates shipped with. Doom on Playdate looks awesome though!

Isn't the whole point of the playdate to create a distinct format which removes a lot of noise from indie game dev? In my experience with game dev it was very easy to slip into fixating on pixel art color schemes, shading, etc

If you want colour it's already there in everything else

Re: Doom on Playdate

#25
The dithering would work better if it also displayed an outline around each object (walls and enemy sprites). I don't know how much work it is to add it to the game, but I think it would be an improvement.

Re: Doom on Playdate

#26

I would have gotten the Playdate if it had a color e-ink display, hoping the next one would have one if there are plans for Panic to do this. The benefits of color and also the benefits of low powered, long battery life with possibly the chance to change the color to black and white like original playdates shipped with. Doom on Playdate looks awesome though!

the sharp memory-in-pixel display on the playdate uses roughly 1000 times less power than epaper displays do, assuming at least a few screen updates per minute. epaper only uses less power in applications like electronic pricetags

Re: Doom on Playdate

#27
post #5
post #4

Earlier quoted context omitted.

How does e eink screen work on a game console? The playdate screen is at least 30fps (and can actually refresh faster), even the fastest eink screens can't work at this speed without ghosting, and I don't want slower full refreshes while I'm playing a game.

It’s not E ink, it’s a Sharp Memory LCD https://sharpdevices.com/memory-lcd/ Memory LCDs have fast refresh rates while also being persistent like E ink. They’re also more expensive.

they aren't really bistable like epaper; the playdate display requires 50 microwatts to maintain the display. when i unplug mine from the breadboard it retains its image for about 30 seconds before fading just on the screen capacitance

a broken epaper screen, by contrast, retains its image for at least several years

Re: Doom on Playdate

#28
"... complaining about some missing references in libc. After spending two evenings ..."

This is such a chronic problem with compiling any existing C or C++ code. I'm paranoid about touching any new 3rd party software in those languages because of the inevitable frustrating fragility of it all.

Re: Doom on Playdate

#29
The examples of dithering that look low-contrast and overly bright are due to incorrect gamma.

The diffusion algorithms don't inherently make images brighter. They require working in the right color space, linear light in this case.

This color space error is less visible when dithering to many colors, because the difference between the most similar color and dithered color is small, so the (incorrectly) diffused error is small. But dithering to 1 bit is the worst case.

Re: Doom on Playdate

#30

"... complaining about some missing references in libc. After spending two evenings ..." This is such a chronic problem with compiling any existing C or C++ code. I'm paranoid about touching any new 3rd party software in those languages because of the inevitable frustrating fragility of it all.

I do not understand your complaint. Any program, regardless of the language in which it had been written can be problematic to use when it depends on external libraries that you do not have.

Python programs are many orders of magnitude more fragile than C/C++ programs, because I have seen plenty of such programs that require a certain Python 3.x version and they refuse to run with Python 3.(x-1) or 3.(x+1), making it difficult to install simultaneously many such programs, each desiring a different value of x.

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