@mcmartin@mastodon.gamedev.place
2026-08-09 02:07 UTC
I've been focusing almost entirely on the ZX Spectrum for my hobby stuff since May. Now that I've gotten a few projects under my belt, I'm comparing what I've learned and remembered from a guide written by Jonathan Cauldwell, a prolific author for the platform past and present.
This week on the blog!
https://bumbershootsoft.wordpress.com/2026/08/08/zx-spectrum-comparing-notes-with-an-old-hand/
#retrocomputing #zxspectrum
Replies (1)
-
@nothings@mastodon.gamedev.place 2026-08-09 06:18
@mcmartin@mastodon.gamedev.place The Thief Dark Project renderer used octagonal bounding box pairs to keep track of what was visible through portals (the primary sorting/display mechanism of the terrain/world renderer) to reduce overdraw and to cull non-visible objects. (Quake, a similar-era renderer, used front-to-back span lists to reduce overaw perfectly, but only for terrain polygons, and could not cull objects as effectively.)