From developing games to coding industrial controls. Helping prep this RP2350 powered demo plc for next week's SPS Expo. Powered of course by @pimoroni hardware 馃槈.
Replying to @Gadgetoid
The sky islands are somewhat sparse and repetitive especially after the main island. Wouldn't have hurt to add a bit more landmass and things to do instead of a mostly empty underground. Those are really my main complaints.
Sky islands on RP2040 anyone?
After that the first non-animated (but moving) NPCs were added (with lots of glitches). The rest consisted mainly of a lot of modelling and polishing for the final result :)
Large meshes were then used to test Blender export capability and get a sense of scale, before individual buildings like the pagoda were modelled.
This happens to Suzanne's mesh when you starve the fractional component of a fixed point representation to only 3 bits :D
Things quickly proceeded from then on. First came wireframe triangles, which then proceeded to exporting a complete mesh of Suzanne, fully shading and then applying a Z-buffer along with interpolated vertex colors.
Dug out some old Pico3D dev pics. This was when I figured out how to get the second core running and what I wanted the end result to "optimally" look like (probably need an RP8080 for that ^^). #PicoSystem #RP2040 #raspberrypi
Pico3D 1.1 brings a new #BOTW inspired outskirt stable where players can restock on ammo. Also additional Blender documentation for anyone who wants to modify/expand the world or create a new one 鈽猴笍 #openworldgame #raspberrypi #pimoroni #picosystem #microcontroller
Master's thesis is nearing completion: Open world 3D game on a microcontroller #PicoSystem #RP2040 #raspberrypi @pimoroni @Raspberry_Pi











