A developer implemented real-time 3D shader rendering on Game Boy Color hardware by encoding normal maps as spherical coordinates and using logarithm-based lookup tables to simulate multiplication without a multiply instruction. The solution processes 15 tiles per frame using 8-bit fixed-point arithmetic, self-modifying code

13m read time From blog.otterstack.com
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Demonstration3D WorkflowThe MathMaking it work on the Game BoyAn overall failed attempt at using AIComments

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