okay, the tutorials are gone and e-ink will be a pity for #pixelart, but I might #booxread https://80.lv/articles/pixel-guides-from-henk-nieborg-part-ii anyway ...

The #Wonderboy remake, the SNES #Rayman prototype, and possibly #SoulBubbles on NintendoDS. Chances are I had @ocornut in my follow lists before DearImGui started to be a thing ...

Better #booxread https://www.vg247.com/wonder-boy-omar-cornut-is-building-his-own-miracle-world to check.

Wonder Boy: Omar Cornut Is Building His Own Miracle World

It's been an adventure for Omar Cornut.

VG247
the GL teapot on a #Z80 device ? I haven't even seen that on the #demoscene, so I definitely have to #booxread https://blog.otterstack.com/posts/202512-gbshader/ to understand how that has been achieved on the #gameboy ...
I put a real-time 3D shader on the Game Boy Color

Danny's Blog

@timonsku tearing down a color-e-ink device ? That's clearly a #booxread !

https://timonsku.zip/bigme-b6-e-ink-tablet-teardown/

Bigme B6 E-Ink Tablet Teardown

For another project I was interested in looking at cheap E-Ink Android tablets and landed on the Bigme B6 Color. A 6" color E-Ink tablet with a 1072x1448 resolution screen. The black and white portion is advertised with 300ppi and the color portion with 150ppi. So you get less color

timonsku's blog
Haven't tried the #BlocksDS alternative for #ndsdev yet. I guess I should #booxread https://gbatemp.net/threads/devkitpro-vs-blocksds.677924/
DevKitPro vs BlocksDS?

Recently started a homebrew project for Nintendo DS. Years ago I learned the existence of DevKitPro as the go-to toolchain to develop for the DS. I went as far as setting up a basic build pipeline for myself and managed to build some of my own code, using DevKitPro, that runs on DeSmuME...

GBAtemp.net - The Independent Video Game Community
No Graphics API — Sebastian Aaltonen

Graphics APIs and shader languages have significantly increased in complexity over the past decade. It’s time to start discussing how to strip down the abstractions to simplify development, improve performance, and prepare for future GPU workloads.

Sebastian Aaltonen