BlogWerx

Creating games, art, and technology.

Friday, November 3, 2017

Tiny MCU 3D Renderer Part 10: Benchmarking, profiling, and optimizations

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The reason I have been so quiet recently is because I've been working on a very dry subject; testing. Unit tests are probably the most u...
Saturday, October 14, 2017

Tiny MCU 3D Renderer Part 9: Bug fixes, and first shader tests

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It's shader time! I finished the simple sunbeam, which I think looks quite nice in motion. It could use a little work on the grad...
Monday, October 9, 2017

Tiny MCU 3D Renderer Part 8: Programmable Pipeline and Asset Pipeline

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Oh hey, look at that! I changed the CSS on my blog a smidge. It's worth mentioning, anyway. Say hello to the Blipjoy Invader! You can ju...
Wednesday, October 4, 2017

Tiny MCU 3D Renderer Part 7: Generics and Traits, oh my!

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If you've been following my blog, you'll know that I've been writing a 3D renderer in Rust. This is my first real  experience us...
Sunday, September 24, 2017

Tiny MCU 3D Renderer Part 6: Camera animation and display scaling

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Yesterday I finally got around to adding some simple animations. The app was always rendering at 60 fps, but the image was static because th...
Sunday, September 17, 2017

Tiny MCU 3D Renderer Part 5: Aspect Ratio and Field of View

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I had a long week on vacation, and was able to do a little bit of coding almost every night. There was a lot of time spent doing touristy th...
Monday, September 4, 2017

Quick update, progress report, current plans

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This weekend I was distracted by a well-intentioned good friend of mine who suggested solving a chess puzzle described as " deceptively...
Sunday, August 20, 2017

Tiny MCU 3D Renderer Part 4: Gouraud Shading

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Today, it's interpolating normals to render smooth lighting. That's right; Gouraud Shading in full effect. Two screenshots to start ...
Saturday, August 12, 2017

Tiny MCU 3D Renderer Part 3: Textures and Perspective

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I was surprised by how easy it was to interpolate over the texture coordinates, given the barycentric coordinate space. I have more boilerpl...
Friday, August 11, 2017

Tiny MCU 3D Renderer Part 2: Dithering

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Dithering is an important post processing technique for color quantization, and is especially useful for smoothing gradients with a low prec...
Tuesday, August 8, 2017

Tiny MCU 3D Renderer Part 1

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It's hard to believe that it has been two years since my last blog update. A lot has happened since then, but nothing to write about. I ...
1 comment:
Sunday, September 13, 2015

It's a Lovely Day for a Postmortem

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After Liberated Pixel Cup , I promised myself I would never again enter a month-long game jam competition. It was just too exhausting. And t...
1 comment:
Sunday, February 15, 2015

melonJS should be *All About Speed* Part 6

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Let's continue talking WebGL. The original WebGL article was split into two parts, as the material covered too much ground. In the fi...
Saturday, February 14, 2015

melonJS should be *All About Speed* Part 5

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Let's talk WebGL. In the last *All About Speed* article, I resurrected an old draft and retooled it to fit the series. It asserted tha...
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