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Building a Tiny 3D Renderer for a Tiny Handheld

saffroncr.itch.io

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Re: Building a Tiny 3D Renderer for a Tiny Handheld

#13
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! :)

Re: Building a Tiny 3D Renderer for a Tiny Handheld

#20
Remind me of a similar quest of mine from... 15 years ago or so. Porting Quake on a GP2X handheld with no GPU, not even an FPU, run by an ARMv4. I could not compress the textures enough at the time so you could play only for a few seconds before the memory became too fragmented and the game stopped. But I managed to port a few other games. The PlayDate is a supoercomputer compared to an ARMv4 from 15years ago, but that antique GP2X was at least capable of true-color :). Should still have the code somewhere on github, but that's probably completely unusable on any hardware available in 2026. Maybe the "opengl" compatibility layer could still be useful though?
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