BLIT386

BLIT386

@blit386.bsky.social

I (@vancura.bsky.social) build a palette-first retro engine for the browser. Change what color 3 means: water flows, the sky goes dark, nothing redrawn. TypeScript, WebGPU.

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BLIT386 1.8.0 – the sprite release. Sprites flip, turn, scale, stretch, and stand on a pivot, pixel-identical on WebGPU and Canvas 2D. Plus grid tiles, nine-slice panels, and renderAt for any frame on demand. blit386.dev/blog/sprites... #gamedev #WebGPU #pixelart

blit386.devBLIT386 - BLIT386 1.8.0 - a sprite can turn aroundThe sprite release - flips, turns, scale, stretch, and pivots for drawSprite, grid tiles, nine-slice panels, and deterministic frame seeking with renderAt.

BLIT386 1.7.0 – the performance release. The engine's hot paths no longer allocate per frame; the Canvas 2D fallback now clears a frame 69× faster. Plus reduced motion support, window.BT for devtools, and F9 to screengrab a frame. blit386.dev/blog/perform... #gamedev #WebGPU #a11y

blit386.devBLIT386 - BLIT386 1.7.0 - nothing left to collectThe performance release - the per-frame allocations are gone from the engine's hot paths, plus reduced motion, window.BT, and F9 frame capture.

Check this out. The loop rotating the hypercube never stops. Edit a method body and BLIT386 swaps it into the running game – ticks, camera, palette, palette effects all survive the swap. Only touching init() or the constructor forces a re-init, otherwise this gets hot-reloaded. #gamedev #hotreload

I’ve been working on BLIT386 for a couple of months now – a palette-first retro engine for the web. The idea: you draw with numbered colors instead of RGBA, so redefining what color 3 means recolors everything drawn in it, instantly. #screenshotsaturday #gamedev #indiedev #webdev #TypeScript #WebGPU

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I’ve been working on BLIT386 for a couple of months now – a palette-first retro engine for the web. The idea: you draw with numbered colors instead of RGBA, so redefining what color 3 means recolors everything drawn in it, instantly. #screenshotsaturday #gamedev #indiedev #webdev #TypeScript #WebGPU

View full thread

I’ve been working on BLIT386 for a couple of months now – a palette-first retro engine for the web. The idea: you draw with numbered colors instead of RGBA, so redefining what color 3 means recolors everything drawn in it, instantly. #screenshotsaturday #gamedev #indiedev #webdev #TypeScript #WebGPU

No redrawing, just a palette swap. Water starts flowing, day turns to night, all from a few bytes. WebGPU with a 2D canvas fallback when the browser doesn’t have it. Check out some demos: demos.blit386.dev‬

https://demos.blit386.dev‬https://demos.blit386.dev‬

BLIT386 1.5.0 – the random release. Seeded PRNG, coordinate hashes, three kinds of noise: same seed, same world, every time. Plus every easing curve and a palette fade that behaves like a camera iris. blit386.dev/blog/random-... #gamedev #WebGPU #proceduralgeneration

blit386.devBLIT386 – BLIT386 1.5.0 – the same world, every timeThe random release – a seeded PRNG, stateless coordinate hashes, three kinds of noise – plus the full easing curve library, a splash that doubles as a loading screen, and an exposure-curve palette fad...

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