far like the future, bright like the soul

trans programmer & gamedev, occasional multimedia creator, amy rose kinnie

nd/adhd/(possibly) autism

<3 @fiffle & @milly

this

This


email
amywrightmail (at) protonmail (dot) com

amy
@amy

having trouble looking up information on replicating an old-school game console tile renderer (with tile lookups, line scrolling, etc) in hardware because the concept of "tile-based rendering" is still in use by some embedded gpus lol


amy
@amy

my search terms on the matter boil down to "tile rendering, no the other one"


You must log in to comment.

in reply to @amy's post:

nah i'm just working within vulkan-flavored glsl (i'm using an api-agnostic graphics library so i have to write shaders that can be used by spirv-cross). ultimately i think all i need to do is figure out how much of the tile drawing code i need to rewrite in shader, and how much of it i can just map to shader concepts

if it were just tiles i would probably try doing nearly all of it in a shader, no polygons, just an array of what tiles and pick texture coordinates with some math. i haven't written shader code in a long time though. iirc most games with a lot of textures just put all the things into one big texture so the array of tiles could just be numbers representing where the tile is in the big texture.

yeah i already have a similar approach going on with sprites, where i have a 3d texture (with the z axis representing multiple spritesheets). since i'm writing glsl i'm thinking i might take advantage of gl_FragCoord to try and mimic what a software renderer would do but in more of a functional style (since a fragment shader only works within the context of one pixel)