I put a real-time 3D shader on the Game Boy Color
Summary
A detailed, hands-on exploration of rendering a real-time 3D shader on the Game Boy Color, covering normal maps, Lambert shading, and a LUT-based approach to multiply on constrained hardware. The post also discusses using log-space arithmetic, 8-bit fractions, and self-modifying code for performance, with candid reflections on an AI-assisted workflow.