I've been developing pocket workstation for a while, it's a tiny environment for low-poly 3D and 2D games. I think it's about time to take it out of the closet, a little bit? If anyone wants to try it out, please send me a PM. Reposts are very welcome, help me share it. #pocketworkstation
ylop
@ylop3d.bsky.social
making #pocketworkstation - a tiny virtual environment to make #lowpoly 3D and 2D games
N64 style game development on pocket workstation. #pocketworkstation #nintendo64
I haven't had much time to post progress lately but here's what's happening with pocket workstation: A new VGA mode that bumps the game resolution to 640x480, optionally it can be popped out in its own window 2X scaled.
Cozy junkyard office #gamedev #ゲーム制作 #dungeoncrawler #monogame
I've added grid based movement, the floor tiles use the mesh color multiplier to simulate light fading off from the candle. Still plenty of memory left to add enemies and variations to the floor map. #pocketworkstation
pocket workstation has a very simple anim tool, but it gets the job done. #pocketworkstation
PW was first developed using c++ WASM , then ported to win, mac and linux. Try the thing running from your very own browser: www.pocketw.net/play#boomic #pocketworkstation
The Apple IIGS can produce mind-boggling effects
a bit of progress every day. I'm finally using the vertex color volumes that I added a while back. These are bounding boxes that transmit color to anything in their radius. The result is baked into the level file and applied on load. #pocketworkstation
every time I think I'm going to sit down and make me a game with this thing, something pops up that I did not think of. There is no way I could be making pocket workstation without making games with it first 😵💫 #pocketworkstation #gamedev
I've been working on mesh instancing to save video memory. Pocket workstation doesn't have a scene graph (a loaded level doesn't draw itself). These are only level-editor facilities that the user then needs to exploit: load level, list instances, draw source model at instance location.
I thought it was a new game for the playdate 😅
Castle – a new platform game for the 1984 #Macintosh 512K #retrogaming #retrocomputing #vintagemac
Explore Dr. Slump (PlayStation) levels, maps, models, and it's timeless 3D Pixel Art in the browser! Dr. Slump (PS1) added to the library: Arale, Penguin Village characters and bosses, animations, levels with animated water, waterfalls, lava, moving characters, vehicles. #pixelart #retrogames #ps1
#PitchYaGame CARIMARA - Beneath the forlorn limbs My short spooky game will release this summer ! - 🏡 A well polished tiny world with a weird retro style - 💀 Low horror and dark tale aesthetic - 🃏 Card based dialogs system and investigation
PW was first developed using c++ WASM , then ported to win, mac and linux. Try the thing running from your very own browser: www.pocketw.net/play#boomic #pocketworkstation
#pocketworkstation #pw #lowpoly So much fun, pw’s UX design is very intuitive.
idling anim. I've enabled bilinear filtering and applied smooth normals, I think I will try an N64 look. #pocketworkstation
made the main character for a dungeon crawler game idea that I might try. Everything modeled in #pocketworkstation .
Walaber dither in pocket workstation. A texture holds 7 rows of hand-drawn dither patterns, 9 possible shades and 9 colors. The shader clamps the light incidence to the 9 dither shades (there's no lights in pw so it's just a vec3). Go check @walaber.com 's Reason and Rhyme! #pocketworkstation
testing pocket workstation for 2D games. pw supports sprites as well as meshes, sprites can be drawn in 3D or 2D space. #pocketworkstation #dungeoncrawler #roguelike
Penger on Pebble smartwatch, app by innokentiy_t @penger.city @tsoding.bsky.social apps.rebble.io/en_US/applic...
for some weird reason I felt the need to try @walaber.com 's dither technique in pocket workstation. Texture done, moving onto the shader 🤞