Tag: rendering

  • More PPU coding on the NES/Famicom

    After getting sprites working in Lisp on the NES for our “What Remains” project, the next thing to figure out properly is the background tiles. With the sprites you simply have a block of memory you edit at any time, then copy the whole lot to the PPU each frame in one go – the…

  • Test pattern rendered in threads

    Following my own code: (weave-forward 1) (twist 0 2 4 6) (repeat 4 (twist 3) (weave-forward 4) (twist 5) (weave-back 4))

  • Ouya development experiments

    The Ouya is a tiny game console which is designed for promoting indy games rather than traditional high budget productions. It’s cheap compared to standard games hardware, and all the games are free to play at least in demo form. It’s very easy to start making games with as it’s based on Android – you…

  • Genetic programming egg patterns in HTML5 canvas

    Part of the ‘Project Nightjar’ camouflage work I’m doing for the Sensory Ecology group at Exeter University is to design citizen science games we can build to do some research. One plan is to create lots of patterns in the browser that we can run perceptual models on for different predator animals, and use an…

  • Fast HTML5 sprite rendering

    After quite a lot of experimentation with HTML5 canvas, I’ve figured out a way to use it with the kind of big isometric game worlds used for Germination X which are built from hundreds of overlapping sprites. There are lots of good resources out there on low level optimisations, but I needed to rethink my…