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Heath123
minecraft-casio
C2023–2023
Heath123 / minecraft-casio

minecraft-casio

Discover this repository through its Hacker News conversations.

2Distinct people
2Mentions
0Explicit recommenders
8GitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

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Where it is used

No documented product use has been verified yet.

What people are saying

No recommendation phrase was found in the indexed comments.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

No other repository is repeatedly linked in the same discussions.

This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 3:56:07 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by hour2 dated mentions

Observed mentions: 2023-10-30 18:20:49 UTC to 2023-10-31 09:00:04 UTC.

012023-10-30 18:00:00 UTC to 2023-10-30 19:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 commentsOct 30, 18:002023-10-30 19:00:00 UTC to 2023-10-30 20:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-10-30 20:00:00 UTC to 2023-10-30 21:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-10-30 21:00:00 UTC to 2023-10-30 22:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-10-30 22:00:00 UTC to 2023-10-30 23:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-10-30 23:00:00 UTC to 2023-10-31 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-10-31 00:00:00 UTC to 2023-10-31 01:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-10-31 01:00:00 UTC to 2023-10-31 02:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 commentsOct 31, 01:002023-10-31 02:00:00 UTC to 2023-10-31 03:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-10-31 03:00:00 UTC to 2023-10-31 04:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-10-31 04:00:00 UTC to 2023-10-31 05:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-10-31 05:00:00 UTC to 2023-10-31 06:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-10-31 06:00:00 UTC to 2023-10-31 07:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-10-31 07:00:00 UTC to 2023-10-31 08:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-10-31 08:00:00 UTC to 2023-10-31 09:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-10-31 09:00:00 UTC to 2023-10-31 10:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 commentsOct 31, 09:00

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
Oct 30, 18:002023-10-30 18:00:00 UTC2023-10-30 19:00:00 UTC101
Oct 30, 19:002023-10-30 19:00:00 UTC2023-10-30 20:00:00 UTC000
Oct 30, 20:002023-10-30 20:00:00 UTC2023-10-30 21:00:00 UTC000
Oct 30, 21:002023-10-30 21:00:00 UTC2023-10-30 22:00:00 UTC000
Oct 30, 22:002023-10-30 22:00:00 UTC2023-10-30 23:00:00 UTC000
Oct 30, 23:002023-10-30 23:00:00 UTC2023-10-31 00:00:00 UTC000
Oct 31, 00:002023-10-31 00:00:00 UTC2023-10-31 01:00:00 UTC000
Oct 31, 01:002023-10-31 01:00:00 UTC2023-10-31 02:00:00 UTC000
Oct 31, 02:002023-10-31 02:00:00 UTC2023-10-31 03:00:00 UTC000
Oct 31, 03:002023-10-31 03:00:00 UTC2023-10-31 04:00:00 UTC000
Oct 31, 04:002023-10-31 04:00:00 UTC2023-10-31 05:00:00 UTC000
Oct 31, 05:002023-10-31 05:00:00 UTC2023-10-31 06:00:00 UTC000
Oct 31, 06:002023-10-31 06:00:00 UTC2023-10-31 07:00:00 UTC000
Oct 31, 07:002023-10-31 07:00:00 UTC2023-10-31 08:00:00 UTC000
Oct 31, 08:002023-10-31 08:00:00 UTC2023-10-31 09:00:00 UTC000
Oct 31, 09:002023-10-31 09:00:00 UTC2023-10-31 10:00:00 UTC101

What Hacker News says

2 sources
> Initially I planned for the game to be flat shaded and added textures as an experiment, then realised the performance wasn't as horrible as I expected, Heh, same! > so it's mostly just a leftover from that. I did end up writing a scanline renderer for the flat shaded triangles, I think for those the bottleneck was transforming the vertices though. IME vertex transformation is not expensive at all, compared to actually drawing on screen, at least if there is HW support for multiplication. Optimizations like merging identical block faces next to each other also reduce the total number of vertices, but this makes the texture distortions more apparent. > Maybe I can deal with z-sorting entities by splitting them on voxel boundaries, and I guess dividing them again at any boundaries within non-full blocks (is this similar to https://en.wikip
Read the rest
edia.org/wiki/Binary_space_partitioning?) Kind of, yeah. With the structure of blocks in a chunk there is basically already a layer of partitioning that can be used, though it might not help sorting that much. Is there enough RAM for a Z buffer? If so, it might just be fast enough... > For the affine texture splitting, as far as I can tell your game is more focused on creative mode/building whereas I might also want to add a survival mode so for that you're more likely to be up close to the blocks (e.g. in thin underground tunnels) and then the artifacts get much worse so I guess it matters more for me. I never really bothered with that also because in tunnels/caves there is a bigger issue: There is no hidden surface elimination, which results in overdraw and due to the rather low effective fillrate in FPS drops. I couldn't come up with a good way to implement that properly without hurting performance itself. > The code is at https://github.com/Heath123/minecraft-casio if you want to look at it (textures are in a branch) but it is quite messy I had a look, it's really not. The asm is also readable. Is it currently memory or CPU bound?
In Casio fx-CG50 calculator comes with Python built-in
Initially I planned for the game to be flat shaded and added textures as an experiment, then realised the performance wasn't as horrible as I expected, so it's mostly just a leftover from that. I did end up writing a scanline renderer for the flat shaded triangles, I think for those the bottleneck was transforming the vertices though. Maybe I can deal with z-sorting entities by splitting them on voxel boundaries, and I guess dividing them again at any boundaries within non-full blocks (is this similar to https://en.wikipedia.org/wiki/Binary_space_partitioning?) For the affine texture splitting, as far as I can tell your game is more focused on creative mode/building whereas I might also want to add a survival mode so for that you're more likely to be up close to the blocks (e.g. in thin underground tunnels) and then the artifacts get much
Read the rest
worse so I guess it matters more for me. The code is at https://github.com/Heath123/minecraft-casio if you want to look at it (textures are in a branch) but it is quite messy
In Casio fx-CG50 calculator comes with Python built-in

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