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Real-Time 3D Shader Implementation on Game Boy Color Hardware

By

adunk

3mo ago· 15 min readen

Summary

A developer created a Game Boy Color game that renders real-time 3D shaders, allowing players to control an orbiting light source and rotate 3D objects. The project involved developing a custom workflow from Blender to normal maps, implementing pseudo-dithering techniques, and making the ROM available for download. The article documents the technical process of achieving real-time 3D rendering on the Game Boy Color's limited hardware.

Key quotes

· 4 pulled
I made a Game Boy Color game that renders images in real time. The player controls an orbiting light and spins an object.
I experimented with a 'pseudo-dither' on the Blender monkey by adding a small random vector to each normal.
Before really diving into this project, I experimented with the look in Blender to see if it would even look good. IMO it did, so I went ahead with it!
Blender to normal map workflow tl;dr: Cryptomattes and custom shaders to adjust normal m
Snippet from the RSS feed
I made a Game Boy Color game that renders images in real time. The player controls an orbiting light and spins an object.

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