//=time() ?>
cls()n=32.5q=circfill
q(n,n,n,2)q(n,n,30,1)q(40,20,11,2)q(n,45,11)q(n,46,5,5)q(40,21)for j=0,99 do
line(20+j%9,9+j%7,9+j%8,40,3+j%2)end
memcpy(0,24576,9^4)::_::cls(5)s=sin(t()/8)for y=-32,n,2 do
for x=-32,n do
p=sget(x-s*y+n,s*x+y+n)q(x+64,y/2+74.5-p/2,0,p+5)end
end
flip()goto _
#pico8
cls()r=rnd
for i=0,999 do
x=r(128)y=r()^2*128
circfill(x,y,2+r(y/6),1+r()^2*3)end
m=8192memcpy(0,m*3,m)t=0::_::t+=.00006x=r(128)y=r(128)c=sget(x,y)for i=1,3 do
q=t+i*33.3p=q-q%1
a=(x-p*.6%1*128)/2
b=y-p*.62%1*128
d=a*a+b*b
if(abs(d-q%1*99)<30)c*=2
end
circ(x,y,1,c)goto _
UMMMMM after adding another type of shape to the scene, this method suddenly seems much more interesting for doing offline #pico8 renders in general.
It doesn't use the pythagorean theorem on any world positions, so the scene can be very large without doing any precision hacks!
"Winter Golf" is my entry for #PICO8Advent!
If you hate the winter and golf, don't worry - unlike the real things, this game is only a few minutes long.
Also, there's a special surprise at the end!
https://t.co/0e4VfLmkzK
(Will post some gifs from its development soon!)
@MaxOfS2D If we're talking about rendering limitations from this era, here's more:
The PS1 didn't support floating-point numbers, which made 3D objects look "a bit jittery," and it didn't use a depth-buffer, so triangles could NEVER intersect correctly (watch the shoulder on the left)