Hasty Briefsbeta

I put a real-time 3D shader on the Game Boy Color

6 hours ago
  • #3DShader
  • #RetroGaming
  • #GameBoyColor
  • Created a real-time 3D shader for the Game Boy Color, allowing players to control an orbiting light and spin objects.
  • Used Blender for early look development and normal map creation, employing cryptomattes for specific color control.
  • Implemented a Lambert shader using dot products and spherical coordinates to optimize performance on the Game Boy.
  • Overcame hardware limitations (no multiply instruction or floats) by using logarithms and lookup tables for calculations.
  • Optimized performance with self-modifying code, reducing cycle counts significantly for pixel processing.
  • Attempted to use AI for parts of the project but found it largely ineffective for Game Boy assembly, requiring manual rewrites.
  • Disclosed AI usage transparently, emphasizing ethical considerations and the importance of human oversight in coding.