starting on player-controls
the camera is following behind a car...but you can't really tell because the car isn't rendered yet
a floor
this drops my fps to 40 (max possible on playdate is 50) but i'm hoping/assuming i can find more stuff to optimize. worst case, locking the game to 30fps seems like it would be OKAY, and maybe even the more sane choice for a handheld (to save on battery power)
the real ideal thing would be if you could pick between 30fps (power-saver mode) and 50fps (try-hard mode)
better floor (now with ambient occlusion!)
back up to "usually 50fps" on the device, sometimes dips down to around 47
working on a drifting mechanic
it needs more tuning but i'm absolutely stoked about it already
starting to draw a proper car - i did this first version in a really basic way so i thought it'd tank my performance, but it turns out it still stays at like 45+ fps on the device. not bad!
i'm very bad at lowpoly modeling so the car accidentally looks like an old-timey beater, but i think that's sorta funny so i'll probably try to keep that vibe
night sky - drops me to about 40fps on the device, but i think i can still find more room to optimize
would be nice to add some clouds or something...
adding some presentation at the start of the race, and some basic timer/scoring stuff
all hail lobster font, lobster font will lead us to salvation
@fsouchu i did get a nice speedup on the rasterizer by doing that "splat a slice of the dither pattern into an 8-or-32 bit scanline-strip all at once, instead of iterating individual pixels" thing (i already had start/end sub-indices inside each strip, so i did some bitwise shenanigans to create a mask with leading and trailing zeroes, then used that to splat the pattern)
unfortunately, i need per-pixel iteration for wall occlusion, so i can't actually use that 🙃