198 pointsby g0xA52A2AJul 22, 2026

12 Comments

alex-moonJul 25, 2026
What an excellent example of designing for the medium instead of trying to make the medium do something it's not good at! Your whole approach shows a real love, like a delicate respectfulness, that I think characterises early games and is less apparent as the systems get better (though I am sure it is still there).
bdickasonJul 25, 2026
Agreed - I expected someone trying to render a simple object or scene and was pleasantly surprised.
xyzsparetimexyzJul 25, 2026
Does the upscaling from 200x120 happen pre or post dithering?
busfahrerJul 25, 2026
For anyone who enjoys this sort of thing, I found this postmortem of an Alone in the Dark clone for PICO-8 highly informative:

https://www.lexaloffle.com/bbs/?tid=3804

hahahaaJul 25, 2026
Amazing. I never get over the 2 bit colour illusion of scale.
wewewedxfgdfJul 25, 2026
aras_pJul 25, 2026
Way, way too slow for Playdate though. I tried implementing it, including lots of simplifications, and it is still not really practical: https://aras-p.info/blog/2025/02/09/Surface-Stable-Fractal-D...
ant6nJul 25, 2026
Given the 168MHz ARM, the real innovation here is the way stable dithering and a cell shading look was used to make the graphics good looking. Very well done!
bdickasonJul 25, 2026
I love this post because it goes well beyond "can I render 3d graphics on this device" and into "how can i play with the combo of art and rendering tech to get a nice looking scene on this device.

Very cool, thanks for sharing!

PanzerschrekJul 25, 2026
Looks nice for such wimpy hardware.

But using 16-bit Z-buffer for 1-bit display seems to be an overkill. Sorting polygons works mostly fine if done right, especially if BSP tree is already used.

agysJul 25, 2026
LCD 1 (2022) is an ASCII art project on the same display (by Sharp) of the PlayDate.

https://lcd.ertdfgcvb.xyz

vkakuJul 25, 2026
Actually done a good job - talks about dithering, perspective correct mapping and the artifacts seen in the PS1 era etc. Pretty good start.

Add more lighting and shadows to the game before that dithering pass and then see how far you can push this, and write about it. Cheers! :)

mkirstenJul 25, 2026
Thanks for sharing both an amazing topic - engineering with significant constraints, a great medium - handheld game devices, as well as some wisdom - If you want to make actual progress, try to aim for "good enough".
tslmyJul 25, 2026
This is breathtaking. I did something similar[1] porting a 3D dice roller I wrote to a $60 GBA clone, and I _thought_ that was hardcore already. This is next level.

[1]: https://blog.myli.page/rolling-dice-on-a-60-handheld-08be278...