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2.5D Rendering on PlayDate

a year ago
  • #game-development
  • #raycasting
  • #optimization
  • Castle Kellmore uses a raycasting rendering system similar to Wolfenstein 3D, optimized for the Playdate's hardware.
  • The game is programmed in C++ with a fully integer-based rendering system using 16.16 fixed-point math for performance.
  • Raycasting involves casting rays from the player's location to determine wall distances and render vertical spans for walls.
  • The game includes floor and ceiling rendering for immersion, drawn with horizontal strips for efficiency.
  • Sprites are rendered in vertical spans with constraints to maintain performance, leading to a specific aesthetic.
  • Key optimizations include reducing updatable screen area, rendering fractions of the screen per frame, and minimizing pixel overdraw.
  • A depth buffer per pixel column is used to manage draw order and occlusion without a full depth buffer.
  • Amortized rendering is employed, updating parts of the screen over multiple frames to maintain performance, with different methods for fast and slow motion.