Pico3D
yocto-8
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Pico3D
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Pico3D: Open World 3D Game Engine for the PicoSystem (RP2040 Microcontroller)
Very impressive, and very fun :)
I wish I had the time to do this, but it looks like it would be relatively simple to modify render_rasterize.cpp [0] to do perspective-correct texture mapping [1]. I also wonder if going for a scanline approach [2] would be faster than iterating over the whole screen calculating barycentric coordinates?
[0] https://github.com/bernhardstrobl/Pico3D/blob/main/engine/re...
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Pico3D: Open World 3D Game on an RP2040 (PicoSystem)
I have worked on an open world 3D game running on the Pimoroni PicoSystem for the past few months to proof it was possible :). Gameplay video: https://m.youtube.com/watch?v=n6bECGQyNuk Source: https://github.com/bernhardstrobl/Pico3D
yocto-8
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Pico3D: Open World 3D Game Engine for the PicoSystem (RP2040 Microcontroller)
No in this case the Pico part comes from its use of the Pi Foundation's Pico microcontroller. There are projects[1] that are working on porting PICO-8 to the Picosystem. Unfortunately it will never be fully compatible with the PICO-8 standards as it isn't powerful enough but some games work.
[1]https://github.com/yocto-8/yocto-8
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PicoSystem
Some folks are working on it, but as far as they know, many Pico8 games may never run on it: https://github.com/yocto-8/yocto-8
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Making fifty TIC-80 carts in a weekend
Sure! Feel free to message me in github or via email.
I've abandoned my Pico8 on RP2040 port though, a lot of games simply need more memory than there's available. There's this crazy guy: https://github.com/yocto-8/yocto-8/blob/main/doc/extmem.md that managed to get external RAM over SPI working (RP2040 does not support memory remapping)
On ESP32 with SPIRAM (/PSRAM) Pico8 is definitely achievable, and _most_ games will run at a playable frame rate, but some won't; as an example "Rockets!", does too many calculations per frame to run smoothly, and the Lua overhead starts showing so I'm exploring ideas like an optimizing compiler that can run off-console, etc.
I don't thing TIC-80 will be doable, the constraints are significantly more relaxed. A Pico8 framebuffer is 32KB; in TIC-80 it is 64KB (and this doubles with buffering/DMA) but most importantly, code is no longer something simple like Lua
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Thumby! They've been shipping for a while now! How many of y'all are playing with or coding for it?
Currently no, but someone is currently working on a project to implement it (https://github.com/yocto-8/yocto-8). Personally would love to see it completed as I have a few RP2040 chipset based things now.
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Who Needs a Raspberry Pi Microcontroller Chip? Maybe You
There’s no support for mapping external memory but you can apparently get creative: https://github.com/yocto-8/yocto-8/blob/main/doc/extmem.md
What are some alternatives?
uCNC - µCNC - Universal CNC firmware for microcontrollers
pimoroni-pico - Libraries and examples to support Pimoroni Pico add-ons in C++ and MicroPython.
picogus - Emulation of ISA sound cards on Raspberry Pi Pico (GUS, Adlib, MPU-401, Tandy, CMS)
GameTiger-Console - Retro style handheld game console build using RP2040
PicoSystem_InfoNes - NES emulator for the Pimoroni PicoSystem RP2040 gaming handheld.
PicoPico - Pico-8 Player
pico_spdif_rx - SPDIF receiver library for Raspberry Pi Pico
PicoW_HomeAssistant_Starter - Everything you need to get started with your own Intranet of Things, using the high-quality, low-cost Pico W as the backbone.
pico-debug - virtual debug pod for RP2040 "Raspberry Pi Pico" with no added hardware
retro8 - PICO-8 implementation with SDL2/SDL1.2 and RetroArch back-ends
rp2040-psram - A header-only C library to allow access to SPI PSRAM via PIO on the RP2040 microcontroller.
fake-08 - A Pico-8 player/emulator for console homebrew