Here are the frames: https://github.com/nukep/gbshader/tree/main/sequences/gbspin...
The way I look at it if the input and math in the shader is working with 3d vectors its a 3d shader. Whether there is also a 3d rasterizer is a separate question.
Modern 3d games are exploiting it in many different ways. Prerendering a 3D model from multiple views might sound like cheating but use of imposters is a real technique used by proper 3d engines.
https://github.com/gbdk-2020/gbdk-2020/tree/develop/gbdk-lib...
Unfortunately, the 2D imposter mode has pretty significant difficulties with arbitrarily rotated 3D. The GBDK imposter rotation demo needs a 256k cart just to handle 64 rotation frames in a circle for a single object. Expanding that out to fully 3D views and rotations gets quite prohibitive.
Haven't tried downloading RGDBS to compile this yet. However, suspect the final file is probably similar, and pushing the upper limits on GB cart sizes.
I'm also looking into simplifying it a bit more with environment maps, which I shared on my Bsky: https://bsky.app/profile/dannyspencer.bsky.social/post/3mecu...
> I believe in disclosing all attempts or actual uses of generative AI output, because I think it's unethical to deceive people about the process of your work. Not doing so undermines trust, and amounts to disinformation or plagiarism. Disclosure also invites people who have disagreements to engage with the work, which they should be able to. I'm open to feedback, btw.
Thank you for your honesty! Also tremendous project.
I just wanted to document the process for this type of project. shrug
I've still got my Gameboy collection, but rarely use it. It's just so much easier to fire up an emulator these days.
By modifying the instruction operand!
2A ld a, [hl+]
D6 08 sub a, 8Probably could have been written that way though, since it is spinning the camera view rather than the object.