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TEXEL64 Specs
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TEXEL64 - a 3D fantasy console to help with prototyping, testing, figuring out typical | |
usage patterns for effective CPU/GPU use in a small, restricted setting; Inspired by PICO-8 | |
CPU Memory | |
========== | |
System ROM (256K? 1M? 4M?!) | |
System RAM (same size + extra?) | |
Program RAM (size unknown, VM runtime) | |
GPU Memory (uses actual GPU through OpenGL) | |
========== | |
Main framebuffer is 256x128 R16UI @ 60Hz (32,768 colors) = 64K | |
Buffer RAM (unstructured; used for vertices, indices, uniforms, pixel transfer) = 2M | |
also exposed as 128K addressable RGBA32UI buffer texture | |
Texture RAM (structured; used for textures and rendertargets) = 2M | |
2x Z-Buffer 256x128 D24S8 (uint32) = 256K | |
2x HDR 256x128 RGBA16 (4*uint16) = 512K | |
2x G-Buffer 256x128 RGBA32UI (4*uint32) = 1M (equal to 32x R8 or 8x RGBA8 or 4x RGBA16) | |
8x Atlas 128x128 R8UI (uint8) = 128K (equal to 256x128 R4UI) | |
2x Palette/LUT 256x128 RGB5A1 (uint16) = 128K | |
Audio | |
===== | |
digital wavetable FM synth | |
Editor | |
====== | |
separate editors for: | |
* code (graphical Scheme) | |
* 16 color palettes | |
* sprite/texture atlas | |
* mesh / uv map | |
* sound patterns (recursive) | |
Language | |
======== | |
A statically typed, compact variant of Scheme. |
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this sounds sweet. 1M was a nice memory limit (see Amiga). Room for tools and multitasking but can get cramped and you're forced to think.