(Click image to view the animated version)
Here are the entries in this ongoing series. The articles without a hyperlink are planned but haven’t been released yet.
- Intro
- Rendering on the GBA (overview)
- Small detour: palette shifting
- Capabilities and limitations of Sonic Battle’s renderer
- The big picture
- Camera and tilemaps
- Walls
- Walls sorting
- Inverted walls
- 45-degree angle walls
- Sprites
- Drop shadows
- Culling
- The Escher Sandwich
- Appendix: Oryol framework
- Appendix: Notes
You can try the WebAssembly demo.
All the source code (in C++) is contained in this repository.
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