Started playing around with 2D sims - fluids seem hard to do at reasonable resolution given CPU constraints, but waves are just fine. More natural boat control and bilinear interpolation for wave rendering (more detail! less blocky!) both might make this more fun.
I'm also wondering if there's a racing game here where you can interact with the waves and they aren't just part of the scenery.
>>I'm also wondering if there's a racing game here where you can interact with the waves and they aren't just part of the scenery.
not the same view but it might interest you:
It was a slow day today, so while this strips out the sound being played as I was just hacking on the wave-effect code, here's a version that uses a little less CPU overall but does the bilinear filtering you'd mentioned wanting above. It uses a LOT less CPU without the bilinear filtering code, but the filtering looks soooo nice IMHO it's worth it.
It's at a fixed size of 32x32 cells now, of which only the inner 30x30 are displayed and really updated, but enjoy all the same!
Oh please, feel free!
I've been coding graphical-effects demos since before the internet existed, quite literally back in the DOS BBS door days, so doing funky bit-manipulation to squeeze a LOT more data out of no space at all is... something I'm rather too bloody good at sometimes. >_>;
I just wish PICO-8 had 2-byte and 4-byte peek/poke instructions. :S Sooo much more could be done then!
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