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Were there any alternatives/dead ends you went through to arrive at this technique, or any extensions you wanted to do but didn't find the time? Really amazing work BTW, this might be my favorite demo ever!


There weren't really any dead ends. Mostly because I started with a very simple naive way to draw polygons and improved it incrementally. I didn't implement all those steps, but convinced myself that they would work. I started with a generic plot-individual-pixels-into-tilemap routine. Going by tile-rows and columns with special casing solid tiles came next. That required "convexity" in x direction but at that point I was only thinking of triangles. Then I noticed that avoiding overdraw and working with a tesselation of the screen is probably faster. A that point I also extended it from triangles to polygons. While fleshing out the details of everything I noticed that I don't have to be exact for right-side edges if I draw the polygons in the right order.

There actually was an extension I did, that was scrapped because it just didn't look good. At some point there was support for dithering. That helps with the low color precision of the Mega Drive (3-bit/channel). It only supported 50% checkerboard dither though, which looked odd when animated. I toyed with some ideas on how to improve upon that and discussed them within our demo group, but in the end the decision was to not use dithering.




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