Ex-PlayStation director/producer/R&D, ex-Xbox producer. Making BeastEngine, a light & fast 3D engine for Playdate, and a space opera action game @beasttalegames
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
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
@ericnofsinger So true. This time I want to tell a space opera through dub techno, so I'm still experimenting a lot. PCM or MIDI-based is still being tested, but first I need music and sound effects that fit the theme. Learning every day.
@corhoonx Thank you! It really does. Seeing it run on the device for the first time is the best part. And if it holds up on a Rev A, the newer units should be fine.
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。
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
@KiriArc_Games@beasttalegames Haha, thank you! Finding what's possible inside tight limits is hard, but that's the fun part. I've also posted a video of it running on the real device, so please take a look!
@ericnofsinger Thanks! PCM is actually lighter to decode, but the files get big fast. I'm going with a sequencer and small samples. Saves storage, and honestly I just love how sequenced music sounds.
@el_goe Great to see proper polygon 3D on Playdate. I'm building a 3D engine for it too, so I know how tight the budget is. Dynamic dither on the background is a nice touch. Looking forward to the release!
@KiriArc_Games@beasttalegames ¡Gracias! The fun part: early Playdates (Rev A) have a 4KB instruction cache, later ones about 16KB. I'm tuning on a Rev A, so every hot loop has to fit in 4KB.
@TheXSami Thanks! Playdate has no grayscale and no built-in polygon rendering, so I started with the ship design itself: shapes that still read as battleships at 1-bit, 400×240.