PixelVision8
penumbra
PixelVision8 | penumbra | |
---|---|---|
5 | 3 | |
1,464 | 307 | |
- | - | |
0.0 | 0.0 | |
over 1 year ago | over 1 year ago | |
C# | C# | |
Microsoft Public License | MIT License |
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PixelVision8
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Getting Started with Pixel Vision 8
Sprites in Power Vision 8 are all 8x8 pixels in size, when your game starts up the file "sprites.png" is loaded and chopped up in to 8x8 images. Each of these images is then loaded into the memory of the sprite chip until it runs out of space. Each sprite is given an index number at load time (starting from 0) and you can use that index to fetch a particular sprite.
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The Dark Side of Supporting an Open-Source Project
We don't talk enough about how much it "costs" to work on large open-source projects by yourself. I summed up my experiences building Pixel Vision 8 for the past 6 years in "The Dark Side of Supporting an Open-Source Project" on u/hashnode - https://jessefreeman.hashnode.dev/the-dark-side-of-supporting-an-open-source-project
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I Made A Game In 72 Hours That Uses GitHub Issues To Crowd Source Maps
Space Station 8 is a Micro Platformer created in 72 hours for Ludum Dare 49 based on a game I used to play on my original Macintosh called Spacestation Pheta. Space Station 8 is also heavily inspired by Bitsy and my Fantasy Console, Pixel Vision 8, which I used to create the game.
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Open Sourcing My Tools For Generating Tutorials From Source Code
I have been working on my game engine, Pixel Vision 8, for the better part of 6 years now. One of the challenges of working on any sizeable open source project is writing all the documentation and tutorials. I've always been fascinated with designing automated build systems, and it occurred to me that I could create a tool to help me streamline this entire process. The idea was straightforward, could I analyze a code file and break it down into individual steps?
- Pico-8 – Fantasy Console
penumbra
- Looking to hire someone for a deferred lighting and shadows implementation
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Global/Indirect Lighting for Large Procedurally Generated Buildings
I do my urban interior lighting in 2D layers. It's pretty similar to what Penumbra does but on a floor-by-floor basis with minor extras to change extrusion based on azimuth. Alongside the light-color I LOGIC_OP_OR a light ID bit into a RGBA32_UINT target (so 1 target per 128 lights) so that I can do a Drobot style light bucket walk (slide 15).
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I made a simple Z-lighting prototype for a top-down project
As for explanation - it's based on Penumbra which I use for a while. Penumbra on its own doesn't have Z-parameter and hulls/objects are either "illuminated" or "solid" (dark) depending on the light setting.
What are some alternatives?
TIC-80 - TIC-80 is a fantasy computer for making, playing and sharing tiny games.
Nez - Nez is a free 2D focused framework that works with MonoGame and FNA
picolove - PICO-8 Reimplementation in Love2D. Chat: https://discord.gg/jGEMUse6RM
MonoGame - One framework for creating powerful cross-platform games.
wasm4 - Build retro games using WebAssembly for a fantasy console.
MonoGame.Extended - Extensions to make MonoGame more awesome
fantasy - A curated list of available fantasy consoles/computers.
SadConsole - A .NET ascii/ansi console engine written in C# for MonoGame and XNA. Create your own text roguelike (or other) games!
unity-sdk - The Unity SDK for LootLocker
3DWorld - 3D Procedural Game Engine Using OpenGL
TABSAT - They Are Billions Save Automation Tool
Barotrauma - A 2D online multiplayer game taking place in a submarine travelling through the icy depths of Jupiter's moon Europa.