I have been spending some time to work on a primitive 3D engine for the TI-83 and TI-83+ family. I refer to it as a "DOOM"-style engine as it uses a 2D floor plan with walls at any angle (from a 2D perspective, that is; they must stand upright) between sectors of varying heights.
Here some screenshots showing some of the progress:
I am not committing to this project, as I don't know whether it will be fast enough to be usable in a game or whether you could even fit a game and the engine into the calculator's memory (the above level with the steps is around 700 bytes, so levels would have to be pretty small). However, I thought it was an interesting experiment. I've been posting about the project on my journal, where you can find more technical information and animated screenshots. You can also find binaries to try on your calculator; the latest released demo is very slow (download Nostromo.zip) and I've since heavily optimised the engine but have identified an irritating bug that I'd like to fix before releasing the next build. The current demo I'm working on introduces "Things" (objects represented by a sprite); in lieu of a binary, here's an animated screenshot demonstrating how awful my sprite scaler is (running at 15MHz).
I have little free time at the moment so would rather spend it working on projects rather than updating forum posts! However, Kerm suggested I post here, so consider this an announcement rather than a project log. If you'd like to keep track of the project you can check my journal, and if you're into RSS then there's a feed for the project.
Here some screenshots showing some of the progress:
I am not committing to this project, as I don't know whether it will be fast enough to be usable in a game or whether you could even fit a game and the engine into the calculator's memory (the above level with the steps is around 700 bytes, so levels would have to be pretty small). However, I thought it was an interesting experiment. I've been posting about the project on my journal, where you can find more technical information and animated screenshots. You can also find binaries to try on your calculator; the latest released demo is very slow (download Nostromo.zip) and I've since heavily optimised the engine but have identified an irritating bug that I'd like to fix before releasing the next build. The current demo I'm working on introduces "Things" (objects represented by a sprite); in lieu of a binary, here's an animated screenshot demonstrating how awful my sprite scaler is (running at 15MHz).
I have little free time at the moment so would rather spend it working on projects rather than updating forum posts! However, Kerm suggested I post here, so consider this an announcement rather than a project log. If you'd like to keep track of the project you can check my journal, and if you're into RSS then there's a feed for the project.