1.3 KiB
1.3 KiB
{{{ "planted": "10/31/2020", "repotted": "1/4/2026", "nobreak": "true" }}}
- I'm going to be the first to start the genre of 'PooM-clones', I think mine is coming along pretty nicely! #pico8
- 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
- Something looks a little off here... Last post for today I promise #pico8
- @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.


