[WIP] SkyBerron Rotating Balls

SkyBerron Cube Balls.bin.2

SkyBerron Cube Balls.bin.2

SkyBerron Cube Balls.bin (43.5 KB)

Update: Upgraded to 5x5x5

SkyBerron Cube Balls.bin.3

SkyBerron Cube Balls.bin.2

SkyBerron Cube Balls.bin (43.8 KB)

7 Likes

2nd upgrade: added outlines and fake specular highlights.

SkyBerron Cube Balls.bin.4

SkyBerron Cube Balls.bin.2

SkyBerron Cube Balls.bin (44.3 KB)

EDIT: reduced circle distortion (but still there’s some).

SkyBerron Cube Balls.bin.2

SkyBerron Cube Balls.bin.3

SkyBerron Cube Balls.bin (44.3 KB)

6 Likes

Could balls change dynamically in size during rotation?

Yes, currently the perspective scaling factor is applied to radius but you could add other patterns. I’m doing nothing fancy, just a sqrt( 1 - x^2 ) look up table with 257 elements in fixed point math does the trick to get circle shaped sprites.

I thing the balls don’t really look like spheres but it’s ok for me as the fast sprite scaler I’m working on is still pretty unfinished.

I’m working now in porting something I did with 3d balls in Pico 8 a few years ago using part of the code: https://www.lexaloffle.com/bbs/?tid=32011

sphere mosaic_1

3 Likes

Ok, I think I got something working… slow but working.

SkyBerron Sphere Mosaic.bin.2

SkyBerron Sphere Mosaic.bin.3

SkyBerron Sphere Mosaic.bin.3

SkyBerron Sphere Mosaic.bin (53.7 KB)

Either I have missed a very important optimization or Pico 8 is way faster than I thought it was :sweat_smile:. EDIT: yes, I implemented a sin() look up table and removed floating point calculations.

5 Likes