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.