Thanks for your kind words, it is a lot indeed 😅
I've zipped my experiments with picotron in this folder: here, all called archlight because that's the title of the souls-like game I wanna build (spoilers...), you should be able to open the .p64 files after extracting the zip in `/Library/Application Support/Picotron/drive`
They are 3 early 3D engine experiments for Picotron, three progressive iterations:
- v1: Isometric 3D platformer with cube-based level editor, 8-directional movement, particle system
- v2: Architecture rewrite with cleaner module separation (r_ for rendering, p_ for player/physics, e_ for editor etc), plus testing atmospheric lighting with sprite darkening
- v3: OpenLara-inspired engine attempting to render an actual Tomb Raider 1 .phd level files with portal-based visibility culling, backface/frustum culling, dynamic lighting, and sector-based collision, includes extensive test suite from debugging the rendering pipeline
Ultimately I've abandoned due to Picotron's limitations, mainly performance the PNG import restrictions made it impractical to build proper tooling around it. Feel free to use any code you find useful!