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@paniq
Last active March 25, 2016 09:31
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TEXEL64 Specs
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.
@christo
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christo commented Mar 25, 2016

Consider clojure?

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