hotn-gay-digital-garden/twitter/tweets/10_31_2020.md
2026-02-15 21:39:13 -06:00

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{{{
"planted": "10/31/2020",
"repotted": "1/4/2026",
"nobreak": "true"
}}}
* I'm going to be the first to start the genre of '[PooM](https://freds72.itch.io/poom)-clones', I think mine is coming along pretty nicely!
#pico8
![](media/10_31_2020.gif)
* Behind the scenes! I'm doing a realtime traversal of the nodes, which gives me some advantages in clipping the drawing to minimize overdraw:
#pico8 #putaflipinit
![](media/10_31_2020_2.gif)
* Something looks a little off here...
Last post for today I promise
#pico8
![](media/10_31_2020_3.gif)
* [@FSouchu](https://twitter.com/FSouchu)'s behind the scenes GIFs of PooM were invaluable in getting this far, especially the one about back-to-front rendering! If you haven't already, go follow him he's doing astonishing things.
*gardener's note: I was so proud of how well this worked. I had previously attempted a DooM style rendering engine in pico-8, but couldn't manage to properly adapt the algorithms in a performant manner. Interestingly, the big optimization is actually to stop optimizing--DooM keeps a pseudo-depth buffer to prevent overdraw, but that's mathematically expensive. Pixel splatting operations are cheap enough in pico-8 to make a traditional back-to-front "painter's algorithm" approach work far faster than being smart about overdraw.*