Iron Fang. Imperial battleship from STELLAR STRAYS.
Concept first, for realism. Then the real thing on Playdate: textured and wireframe.
280 faces, 1-bit 3D, 400×240, real-time.
今回、戦艦にリアリティを出すため、コンセプトを先に作っています。
#WIPWednesday#playdate#gamedev
BeastEngine has a spec page now.
1-bit, 400×240. 1,200 verts per mesh. 68 ships at about 21 fps.
No GPU, no polygon API. Every triangle drawn by hand, in C.
Full demo, uncut, and the ship viewer:
https://t.co/OwIJ0by8HD
BeastEngineの仕様ページができました。
#playdate#gamedev
Nine Imperial ships from STELLAR STRAYS, each shaped after a carpenter's tool. Can you guess which?
Ship viewer, BEAST 3D DEMO. 110 to 280 faces, 20 to 50 fps on the device. Music is the demo's track.
帝国艦隊、9隻。モチーフ、わかりますか?
#playdate#gamedev#STELLARSTRAYS
The music here was added in editing, and I used the wrong track: the main theme of STELLAR STRAYS, the game I'm making. This one has the demo's real music, recorded from the device.
曲を間違えて、制作中のゲームのメインテーマを乗せていました(笑)こちらがデモ本来の音です。
Same demo, real hardware. BeastEngine on my Playdate (Rev A, the early one). No emulator, just the device and a phone camera.
Still plenty of room to optimize. Music is ADPCM for now; a sequencer is next, but MIDI playback is heavy on this CPU.
#playdate#gamedev#indiedev
BeastEngine — a 3D engine I'm building for Playdate.
Textured battleships, terrain, a full armada. All real-time on the actual hardware: 1-bit, 400×240.
Now making STELLAR STRAYS, a space opera action game, with it.
@beasttalegames#playdate#gamedev#indiedev