Demo of 3D lighting and texture mapping.
updated version without flicker:
up/down/left/right - orient the model
z - toggle lighting/texture-mapping
I'm no good with 3D but perhaps two connected trapezoids with no bottom might work, like an inverted V for the racing game. But probably no more than that for the player and opponent ships or it would tax Pico-8's system.
personally I prefer the 'flickering' version - but I've uploaded a version without for comparison. It already uses four colours per material, from both the original and extended palettes.
the number of triangles are not the limiting factor - I have flat shading working with 600+ tri models. it is the number of textured pixels, because they require pset to draw to the screen - which is slow compared to rectfill.
OoOoh ! The non-flicker is awesome ! Starred and favorited.
Really a marvel to see this without flicker now. Can really see and focus on the detail to the ship.
Maybe add option to change background color so you can see this 3D model in different ways where the current dark gray sometimes appears on the ship unfortunately rendering that part invisible.
I also noticed that when the ship is standing on end. Bottom at bottom of screen, top at top of screen, that the CPU exceeds 100%.
I know very little about 3D but ... shouldn't the CPU be the same in all cases with hidden-line removal despite any angle the ship is drawn at ?
sorry for late reply.
you're correct about the grey, it's because that shade is a part of the white material ramp.
it won't be the same % from every angle because I'm doing backface culling - and at different angles different numbers of faces are front facing (see the #faces printed on the screen).
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