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    <title>Get Info: #cars</title>
    <description>Posts tagged “cars” — Blog of independent game and app developer Matt Sephton. Featuring vintage Macintosh, game development, digital artwork, Japanese esoterica, video game reviews, hacks and tips, and much more.</description>
    <link>https://blog.gingerbeardman.com/tag/cars/</link>
    <atom:link href="https://blog.gingerbeardman.com/tag/cars/index.xml" rel="self" type="application/rss+xml"/>
    <pubDate>Wed, 01 Jul 2026 16:09:47 +0000</pubDate>
    <lastBuildDate>Wed, 01 Jul 2026 16:09:47 +0000</lastBuildDate>
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        <item>
          <title>Daily Driver: Club GTi</title>
          <description>&lt;p&gt;My &lt;a href=&quot;/2023/06/07/gti-cub-supermini-festa/&quot;&gt;GTi Club: Supermini Festa!&lt;/a&gt; obsession has bled into my game &lt;a href=&quot;/tag/dailydriver/&quot;&gt;Daily Driver&lt;/a&gt;… the “Club GTi” car features smaller wheels than the standard size, more roll during turning, and lots of detail and decoration to show off the rendering workflow I spent so many hours on. A good choice for the autotesting/motorkhana/gymkhana stages.&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;https://cdn.gingerbeardman.com/images/posts/daily-driver-club-gti.gif#playdate&quot; alt=&quot;GIF&quot; /&gt;&lt;/p&gt;

&lt;p&gt;Here’s the 3D model, created in &lt;a href=&quot;https://openscad.org&quot;&gt;OpenSCAD&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;https://cdn.gingerbeardman.com/images/posts/daily-driver-club-gti-model.png&quot; alt=&quot;PNG&quot; /&gt;&lt;/p&gt;
</description>
          <author>by Matt Sephton</author>
          <pubDate>Tue, 08 Mar 2022 12:32:00 +0000</pubDate>
          <link>https://blog.gingerbeardman.com/2022/03/08/club-gti/</link>
          <guid isPermaLink="true">https://blog.gingerbeardman.com/2022/03/08/club-gti/</guid>
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          <title>Daily Driver: How big is a sprite sheet?</title>
          <description>&lt;p&gt;Since the early days of the project I’ve been generating the car sprites by rotating the 3D model 360 degrees in a sequence of 32 steps. It works well and I hadn’t given it much thought. Until over on the &lt;a href=&quot;https://discord.gg/zFKagQ2&quot;&gt;unofficial Playdate Discord server&lt;/a&gt; user Jono showed of a hot-dog trick rendered using 64 steps which looked super smooth! This got me thinking about increasing the number of rotation steps used in my workflow for Daily Driver.&lt;/p&gt;

&lt;h2 id=&quot;code-changes&quot;&gt;Code changes&lt;/h2&gt;

&lt;p&gt;I had to do a bit of code changing as I had used the value &lt;code class=&quot;language-plaintext highlighter-rouge&quot;&gt;32&lt;/code&gt;, or the angular equivalent of &lt;code class=&quot;language-plaintext highlighter-rouge&quot;&gt;11.25&lt;/code&gt; (degrees), in a few places throughout my code. Once I’d changed those to refer to a single variable I was set. I can now run the game with sprites of any number of steps.&lt;/p&gt;

&lt;h2 id=&quot;rendering-changes&quot;&gt;Rendering changes&lt;/h2&gt;

&lt;p&gt;Similar changes were also needed in my rendering workflow, moving any hardcoded steps or angle values into a variable. After replacing hard-coded magic numbers with variables, I spent way too long figuring out why angles were being rounded down to the nearest integer. Eventually I realised that in shell scripts the calculation &lt;code class=&quot;language-plaintext highlighter-rouge&quot;&gt;$( 360/64 )&lt;/code&gt; gives an integer result of 5, whereas  &lt;code class=&quot;language-plaintext highlighter-rouge&quot;&gt;$( 360.0/64 )&lt;/code&gt; gives the more accurate floating point result of 5.625.&lt;/p&gt;

&lt;p&gt;Interestingly, I also needed to increase my filename pattern from &lt;code class=&quot;language-plaintext highlighter-rouge&quot;&gt;%03d&lt;/code&gt; to &lt;code class=&quot;language-plaintext highlighter-rouge&quot;&gt;%04d&lt;/code&gt; as there are now thousands of images being processed.&lt;/p&gt;

&lt;h2 id=&quot;how-high&quot;&gt;How high?&lt;/h2&gt;

&lt;p&gt;After making the necessary changes to my workflow it is very easy to render a new set of sprites. But what number of steps to use? My immediate thought was to simply double it to 64, which is higher than the frame rate I’m using and the result was definitely smoother.&lt;/p&gt;

&lt;p&gt;After this &lt;a href=&quot;https://twitter.com/mrgan&quot;&gt;Neven Mrgan&lt;/a&gt; asked if I’d explored whether there was a performance limit or upper boundary? I hadn’t but it sounded like a fun thing to explore.&lt;/p&gt;

&lt;p&gt;But why go higher? Well, even if we have more frames of animation that than refresh rate, we can still gain in terms of accuracy. The more steps there are the more discrete angles we can show the car pointing. That was good enough reason for me to try it out.&lt;/p&gt;

&lt;p&gt;I spent some time exporting a sprite at 32, 64, 90, 128, 180, 256, 360-steps to compare not only the smoothness of the animation but also other related implications.&lt;/p&gt;

&lt;h2 id=&quot;selected-results&quot;&gt;Selected results&lt;/h2&gt;

&lt;p&gt;Most modern browsers are well-behaved enough to only play an Animated GIF if it is on the page. So you’ll probably need to force reload the page (hold shift and click reload) to synchronise one or more of the below animations.&lt;/p&gt;

&lt;p class=&quot;tofigure&quot;&gt;&lt;img src=&quot;https://cdn.gingerbeardman.com/images/posts/daily-driver-rotation-steps-32.gif#playdate&quot; alt=&quot;32 rotation steps&quot; title=&quot;Above: 32 rotation steps. After I&apos;ve mentioned looking for the &amp;quot;judder&amp;quot; you won&apos;t be able to unsee it&quot; /&gt;&lt;/p&gt;

&lt;p class=&quot;tofigure&quot;&gt;&lt;img src=&quot;https://cdn.gingerbeardman.com/images/posts/daily-driver-rotation-steps-64.gif#playdate&quot; alt=&quot;64 rotation steps&quot; title=&quot;Above: Even with twice as many rotation steps there&apos;s still a slight judder&quot; /&gt;&lt;/p&gt;

&lt;p class=&quot;tofigure&quot;&gt;&lt;img src=&quot;https://cdn.gingerbeardman.com/images/posts/daily-driver-rotation-steps-90.gif#playdate&quot; alt=&quot;90 rotation steps&quot; title=&quot;Above: 90 rotation steps give us one sprite every 4 degrees, judder becomes less noticable&quot; /&gt;&lt;/p&gt;

&lt;p class=&quot;tofigure&quot;&gt;&lt;img src=&quot;https://cdn.gingerbeardman.com/images/posts/daily-driver-rotation-steps-180.gif#playdate&quot; alt=&quot;180 rotation steps&quot; title=&quot;Above: 180 rotation steps give us one sprite every 2 degrees, judder is even less noticable&quot; /&gt;&lt;/p&gt;

&lt;p class=&quot;tofigure&quot;&gt;&lt;img src=&quot;https://cdn.gingerbeardman.com/images/posts/daily-driver-rotation-steps-360.gif#playdate&quot; alt=&quot;360 rotation steps&quot; title=&quot;Above: 360 rotation steps give us one sprite for every degree, as good as it gets&quot; /&gt;&lt;/p&gt;

&lt;h2 id=&quot;stats&quot;&gt;Stats&lt;/h2&gt;

&lt;div class=&quot;table-wrapper&quot;&gt;
  &lt;table&gt;
    &lt;thead&gt;
      &lt;tr&gt;
        &lt;th&gt;steps #&lt;/th&gt;
        &lt;th&gt;render time Secs&lt;/th&gt;
        &lt;th&gt;frames #&lt;/th&gt;
        &lt;th&gt;width PX&lt;/th&gt;
        &lt;th&gt;pixels W×H&lt;/th&gt;
        &lt;th&gt;png KB&lt;/th&gt;
        &lt;th&gt;pdt KB&lt;/th&gt;
        &lt;th&gt;ram Bytes&lt;/th&gt;
        &lt;th&gt;ram MB&lt;/th&gt;
      &lt;/tr&gt;
    &lt;/thead&gt;
    &lt;tbody&gt;
      &lt;tr&gt;
        &lt;td&gt;32&lt;/td&gt;
        &lt;td&gt;30s&lt;/td&gt;
        &lt;td&gt;704&lt;/td&gt;
        &lt;td&gt;1216&lt;/td&gt;
        &lt;td&gt;1016576&lt;/td&gt;
        &lt;td&gt;48&lt;/td&gt;
        &lt;td&gt;39&lt;/td&gt;
        &lt;td&gt;147404&lt;/td&gt;
        &lt;td&gt;0.15&lt;/td&gt;
      &lt;/tr&gt;
      &lt;tr&gt;
        &lt;td&gt;64&lt;/td&gt;
        &lt;td&gt;59s&lt;/td&gt;
        &lt;td&gt;1408&lt;/td&gt;
        &lt;td&gt;2432&lt;/td&gt;
        &lt;td&gt;2033152&lt;/td&gt;
        &lt;td&gt;64&lt;/td&gt;
        &lt;td&gt;78&lt;/td&gt;
        &lt;td&gt;294807&lt;/td&gt;
        &lt;td&gt;0.29&lt;/td&gt;
      &lt;/tr&gt;
      &lt;tr&gt;
        &lt;td&gt;90&lt;/td&gt;
        &lt;td&gt;82s&lt;/td&gt;
        &lt;td&gt;1980&lt;/td&gt;
        &lt;td&gt;3420&lt;/td&gt;
        &lt;td&gt;2859120&lt;/td&gt;
        &lt;td&gt;111&lt;/td&gt;
        &lt;td&gt;107&lt;/td&gt;
        &lt;td&gt;414572&lt;/td&gt;
        &lt;td&gt;0.41&lt;/td&gt;
      &lt;/tr&gt;
      &lt;tr&gt;
        &lt;td&gt;128&lt;/td&gt;
        &lt;td&gt;114s&lt;/td&gt;
        &lt;td&gt;2816&lt;/td&gt;
        &lt;td&gt;4864&lt;/td&gt;
        &lt;td&gt;4066304&lt;/td&gt;
        &lt;td&gt;143&lt;/td&gt;
        &lt;td&gt;140&lt;/td&gt;
        &lt;td&gt;589614&lt;/td&gt;
        &lt;td&gt;0.59&lt;/td&gt;
      &lt;/tr&gt;
      &lt;tr&gt;
        &lt;td&gt;180&lt;/td&gt;
        &lt;td&gt;159s&lt;/td&gt;
        &lt;td&gt;3960&lt;/td&gt;
        &lt;td&gt;6840&lt;/td&gt;
        &lt;td&gt;5718240&lt;/td&gt;
        &lt;td&gt;174&lt;/td&gt;
        &lt;td&gt;188&lt;/td&gt;
        &lt;td&gt;829145&lt;/td&gt;
        &lt;td&gt;0.83&lt;/td&gt;
      &lt;/tr&gt;
      &lt;tr&gt;
        &lt;td&gt;256&lt;/td&gt;
        &lt;td&gt;192s&lt;/td&gt;
        &lt;td&gt;5632&lt;/td&gt;
        &lt;td&gt;9728&lt;/td&gt;
        &lt;td&gt;8132608&lt;/td&gt;
        &lt;td&gt;209&lt;/td&gt;
        &lt;td&gt;227&lt;/td&gt;
        &lt;td&gt;1179228&lt;/td&gt;
        &lt;td&gt;1.18&lt;/td&gt;
      &lt;/tr&gt;
      &lt;tr&gt;
        &lt;td&gt;360&lt;/td&gt;
        &lt;td&gt;285s&lt;/td&gt;
        &lt;td&gt;7920&lt;/td&gt;
        &lt;td&gt;13680&lt;/td&gt;
        &lt;td&gt;11436480&lt;/td&gt;
        &lt;td&gt;240&lt;/td&gt;
        &lt;td&gt;264&lt;/td&gt;
        &lt;td&gt;1658290&lt;/td&gt;
        &lt;td&gt;1.66&lt;/td&gt;
      &lt;/tr&gt;
    &lt;/tbody&gt;
  &lt;/table&gt;

&lt;/div&gt;

&lt;h2 id=&quot;charts&quot;&gt;Charts&lt;/h2&gt;

&lt;p&gt;&lt;img src=&quot;https://cdn.gingerbeardman.com/images/posts/daily-driver-rotation-steps-charts.png&quot; alt=&quot;PNG&quot; /&gt;&lt;/p&gt;

&lt;h2 id=&quot;implications&quot;&gt;Implications&lt;/h2&gt;

&lt;p&gt;The increase from 32-steps to 360-steps is echoed by an increase of around a factor of ten across each of rendering time, number of frames and memory usage.&lt;/p&gt;

&lt;p&gt;In the above table we can see that related stats increase pretty much linearly, with a slight downward trend for file sizes and a slight upward trend for everything else.&lt;/p&gt;

&lt;p&gt;The increased smoothness is great, and very easy to notice. The benefits of the increased smoothness becomes less noticeable with each increase in step count. However, it’s important to remember there are other implications:&lt;/p&gt;

&lt;ul&gt;
  &lt;li&gt;Rendering time&lt;/li&gt;
  &lt;li&gt;File size&lt;/li&gt;
  &lt;li&gt;Memory usage&lt;/li&gt;
  &lt;li&gt;Performance in-game&lt;/li&gt;
&lt;/ul&gt;

&lt;h3 id=&quot;rendering-time&quot;&gt;Rendering time&lt;/h3&gt;
&lt;p&gt;This increases from what I would call a quick 30 seconds per render at 32-steps, to an extremely slow 284 seconds (4m45s) at 360-steps. For a full set of renders it’s not as easy as multiplying that number, there is some overhead that goes with it. This means a real world increase from ~20 minutes to multiple hours, which could be a problem. Cars aren’t generally re-rendered very frequently but when I do render them I do it many times as I make minor tweaks. So, at this point all numbers of steps are on the table but with a preference for those with shorter rendering times.&lt;/p&gt;

&lt;h3 id=&quot;file-size&quot;&gt;File size&lt;/h3&gt;
&lt;p&gt;Playdate’s compiled image format is very similar in file size to an optimised PNG. The file size increases by slightly more than double as the number of steps is doubled. Even the largest size at 360-steps is only 264KB (0.26MB) which seems OK in the grand scheme of things. All numbers of steps are on the table.&lt;/p&gt;

&lt;h3 id=&quot;memory-usage&quot;&gt;Memory usage&lt;/h3&gt;
&lt;p&gt;As we can see by the table below, memory usage is quite optimised on Playdate. The system is clever enough to trim transparent areas from cells of sprite sheets and store the offset of the image instead of the complete raw bitmap data. For this example sprite memory usage is roughly &lt;code class=&quot;language-plaintext highlighter-rouge&quot;&gt;(W×H÷8)*1.16&lt;/code&gt; rather than the expected &lt;code class=&quot;language-plaintext highlighter-rouge&quot;&gt;(W×H÷8)*2.0&lt;/code&gt;. The car sprite is my largest occupier of memory. Only one is loaded at a time and even at 360-steps it fits comfortably in the Playdate’s 16MB RAM. All numbers of steps are on the table.&lt;/p&gt;

&lt;h3 id=&quot;performance-in-game&quot;&gt;Performance in-game&lt;/h3&gt;
&lt;p&gt;I’m targeting a refresh rate of 60fps on the device, so it’s important for me to check that any changes to rendering don’t have an adverse effect on performance. At 32-steps the car sprite was changed roughly every second update, with 64-steps and higher the car sprite will be changed every update. Looking at performance in broad terms, there does seem to be a small hit when using the large numbers of steps. It doesn’t prevent me hitting 60fps, but it does leave me less time to do other things I have planned.&lt;/p&gt;

&lt;h2 id=&quot;final-choice&quot;&gt;Final choice?&lt;/h2&gt;
&lt;p&gt;If you’ve read this far you’re probably wanting to know my choice. How many steps did I choose? Well, the jury is out. This is the sort of thing I’ll have to live with for a while before I settle on a choice.&lt;/p&gt;

&lt;p&gt;I’ll probably end up going somewhere in the middle with a choice that gives increased smoothness and accuracy, renders fairly quickly and doesn’t affect performance in-game.&lt;/p&gt;
</description>
          <author>by Matt Sephton</author>
          <pubDate>Sat, 07 Aug 2021 00:00:00 +0000</pubDate>
          <link>https://blog.gingerbeardman.com/2021/08/07/how-big-is-a-sprite-sheet/</link>
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          <title>Daily Driver: Channelling RGB into 1-bit</title>
          <description>&lt;p&gt;After successfully splitting out dark and light elements of the sprites and rendering them in a HDR style, I figured: why stop there? Maybe I could squeeze another colour into the render - some specific shade of grey - that I could treat in a different way to introduce dithered areas to the sprite.&lt;/p&gt;

&lt;p&gt;This came together very quickly but it resulted in my Makefile, yet again, becoming too complicated. So I decided to rethink my approach.&lt;/p&gt;

&lt;p class=&quot;tofigure&quot;&gt;&lt;img src=&quot;https://cdn.gingerbeardman.com/images/posts/daily-driver-rgb-1bit.gif&quot; alt=&quot;GIF&quot; title=&quot;Dither layer: specifying areas that should have a dither pattern applied, here the rear grille&quot; /&gt;&lt;/p&gt;

&lt;p&gt;If only there was a way to encode information about three different colours in a single bitmap image. Hang on a minute, there already is: RGB!&lt;/p&gt;

&lt;h2 id=&quot;channels&quot;&gt;Channels&lt;/h2&gt;

&lt;p&gt;So my new idea was to use red, green and blue as the colours for my render, then split the image into those colour channels and process each individually to get separate light, dark and dithered elements.&lt;/p&gt;

&lt;p&gt;Using imagemagick it is easy to separate a single channel from an image:&lt;/p&gt;

&lt;div class=&quot;language-plaintext highlighter-rouge&quot;&gt;&lt;div class=&quot;highlight&quot;&gt;&lt;pre class=&quot;highlight&quot;&gt;&lt;code&gt;magick render.png -channel G -separate green.png
&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;&lt;/div&gt;

&lt;p&gt;From this simple start things quickly become more complex. I always find building imagemagick commands a very time consuming process. Indeed, it took me a long time to arrive at a workflow that was just right. But I think of it as time well-spent as it will result in much quicker and easier iterations when designing vehicles.&lt;/p&gt;

&lt;p&gt;Overall, I did a few more tricks:&lt;/p&gt;

&lt;ul&gt;
  &lt;li&gt;threshold convert the channels to 1-bit colour&lt;/li&gt;
  &lt;li&gt;apply a dither pattern to the green channel&lt;/li&gt;
  &lt;li&gt;composite select layers back together as the final image&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;And the process worked a treat!&lt;/p&gt;

&lt;p&gt;The resulting workflow takes half as long to execute as my previous workflow, with all vehicles rendering in ~8 minutes compared to ~16 minutes before that.&lt;/p&gt;

&lt;p&gt;Here are some example hi-res images showing the journey from initial render to final composite:&lt;/p&gt;

&lt;p class=&quot;tofigure&quot;&gt;&lt;img src=&quot;https://cdn.gingerbeardman.com/images/posts/daily-driver-rgb-1bit-1-render.png&quot; alt=&quot;PNG&quot; title=&quot;Render, 8-bit colour&quot; /&gt;&lt;/p&gt;

&lt;p class=&quot;tofigure&quot;&gt;&lt;img src=&quot;https://cdn.gingerbeardman.com/images/posts/daily-driver-rgb-1bit-2-red.png&quot; alt=&quot;PNG&quot; title=&quot;Red channel, inverted, 1-bit colour&quot; /&gt;&lt;/p&gt;

&lt;p class=&quot;tofigure&quot;&gt;&lt;img src=&quot;https://cdn.gingerbeardman.com/images/posts/daily-driver-rgb-1bit-3-green.png&quot; alt=&quot;PNG&quot; title=&quot;Green channel, 1-bit colour&quot; /&gt;&lt;/p&gt;

&lt;p class=&quot;tofigure&quot;&gt;&lt;img src=&quot;https://cdn.gingerbeardman.com/images/posts/daily-driver-rgb-1bit-4-blue.png&quot; alt=&quot;PNG&quot; title=&quot;Blue channel, 1-bit colour&quot; /&gt;&lt;/p&gt;

&lt;p class=&quot;tofigure&quot;&gt;&lt;img src=&quot;https://cdn.gingerbeardman.com/images/posts/daily-driver-rgb-1bit-5-alpha.png&quot; alt=&quot;PNG&quot; title=&quot;Alpha channel, 1-bit colour&quot; /&gt;&lt;/p&gt;

&lt;p class=&quot;tofigure&quot;&gt;&lt;img src=&quot;https://cdn.gingerbeardman.com/images/posts/daily-driver-rgb-1bit-6-dither.png&quot; alt=&quot;PNG&quot; title=&quot;Green channel with Dither pattern applied&quot; /&gt;&lt;/p&gt;

&lt;p class=&quot;tofigure&quot;&gt;&lt;img src=&quot;https://cdn.gingerbeardman.com/images/posts/daily-driver-rgb-1bit-7-composite.png&quot; alt=&quot;PNG&quot; title=&quot;Final composite, 1-bit colour&quot; /&gt;&lt;/p&gt;

&lt;h2 id=&quot;elsewhere&quot;&gt;Elsewhere&lt;/h2&gt;

&lt;ul&gt;
  &lt;li&gt;2021-06-06—&lt;a href=&quot;https://news.ycombinator.com/item?id=27409371&quot;&gt;Hacker News&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
</description>
          <author>by Matt Sephton</author>
          <pubDate>Sat, 05 Jun 2021 00:00:00 +0000</pubDate>
          <link>https://blog.gingerbeardman.com/2021/06/05/channelling-rgb-into-1bit/</link>
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          <title>Daily Driver: Pseudo-HDR</title>
          <description>&lt;p&gt;I love OpenSCAD “the programmer’s solid 3D CAD modeller”, despite its idiosyncrasies. One of the quirks that causes me most pain is the lack of controls for scene lighting in the Preview render. Unfortunately, I use that very Preview render as my main output!&lt;/p&gt;

&lt;p&gt;This lighting issue manifests as shadows cast on the model. As I rotate the car some white “highlight” elements become darker. At this point the model is made up of many more shades of grey than I’d like.&lt;/p&gt;

&lt;p&gt;The problem escalates when I take the Preview renders and convert them to 1-bit (black and white) ready for display on Playdate. I use a simple threshold conversion where any pixels darker than the threshold value become black, and any lighter become white. The highlight elements that have been cast in shadow are now grey and in many cases after the threshold conversion they end up as black pixels when they should be white. The net visual result is a loss of detail as well as flashing elements as they disappearing on certain frames.&lt;/p&gt;

&lt;p&gt;My first attempt at solving this problem was to set model-specific threshold levels. This worked to a degree but there were still elements that would flash on and off as the car rotated, with headlights being the most noticeable. Whilst I lived with the issue for a long time it always bothered me as it did make the sprite feel buggy. Deep down I knew that the results could be better. However, looking at the OpenSCAD development roadmap made it clear that any improvements would have to come from me.&lt;/p&gt;

&lt;p&gt;One day, out of the blue, I realised that if black pixels are more reliably rendered then why don’t I take advantage of that and render the model in opposite colours so that the highlights are now black. After rendering I could simply negate the colours in the resulting image and the highlights would become white again. I tried a quick test and the results were good!&lt;/p&gt;

&lt;p&gt;Of course this means an additional render stage is added to my workflow, but that’s of little consequence since the Makefile is doing all the hard work. I also had to make some changes to my render scripts so that the normal and negative images are composited together into the final image. The resulting sprites have no flashing elements, maintain more fine detail, and appear a lot more solid as a result. Excellent!&lt;/p&gt;

&lt;p&gt;Afterwards it struck me that this process is similar to HDR photography where multiple photographs are combined to increase the dynamic range in the final image. So, just for kicks, I’m referring to this technique as HDR 1-bit rendering.&lt;/p&gt;

&lt;p class=&quot;tofigure&quot;&gt;&lt;img src=&quot;https://cdn.gingerbeardman.com/images/posts/daily-driver-prerendered-sprites-old.gif&quot; alt=&quot;GIF&quot; title=&quot;Old rendering workflow: note the disappearing headlights&quot; /&gt;&lt;/p&gt;

&lt;p class=&quot;tofigure&quot;&gt;&lt;img src=&quot;https://cdn.gingerbeardman.com/images/posts/daily-driver-prerendered-sprites-new.gif&quot; alt=&quot;GIF&quot; title=&quot;New rendering workflow: headlights are present and correct&quot; /&gt;&lt;/p&gt;
</description>
          <author>by Matt Sephton</author>
          <pubDate>Fri, 21 May 2021 00:00:00 +0000</pubDate>
          <link>https://blog.gingerbeardman.com/2021/05/21/pseudo-hdr/</link>
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          <title>Daily Driver: Pre-rendering Ranger</title>
          <description>&lt;p&gt;Since very early on shadows in Daily Driver have just been simple rectangles: one size fits all, rendered from a single 3D model, and post-processed to add dithering. &lt;abbr title=&quot;Minimum Viable Product&quot;&gt;MVP&lt;/abbr&gt;, you know? Over time I decided to do multiple shadows, one each for short cars and long cars.&lt;/p&gt;

&lt;p&gt;Sometime later I threw caution to the wind and decided to render per-car shadows. However, the OpenSCAD &lt;code class=&quot;language-plaintext highlighter-rouge&quot;&gt;projection()&lt;/code&gt; command that I was using was so slow! In fact it zapped my desire to finish implementing the feature. Instead, I let it sit for many months.&lt;/p&gt;

&lt;p&gt;Recently, I picked things up again to get the a new trailer and demo out. And then it hit me, that if I flatten a car on the z-axis—as if Looney Tunes dropped a heavy weight on it—then that flat thing will be a close enough equivalent of a shadow for my use. So I did just that and the results were great, and more importantly very quick to render!&lt;/p&gt;

&lt;p class=&quot;tofigure&quot;&gt;&lt;img src=&quot;https://cdn.gingerbeardman.com/images/posts/daily-driver-prerendered-shadows-anim.gif&quot; alt=&quot;GIF&quot; title=&quot;Animation showing the theory of a model being squished down into its shadow&quot; /&gt;&lt;/p&gt;

&lt;p&gt;So I went all in and decided to not only render one shadow per-car but to render shadows for each individual frame. So now the direction of the front wheels and details of the body shape are reflected in the shadow. It might sound like a small thing but it really makes a big difference. You can see old vs new shadows in the image carousel below.&lt;/p&gt;

&lt;p&gt;It’s in situations like these that I’m really proud I put a ton of early effort into the tooling and build process that generates my sprites.&lt;/p&gt;

&lt;p&gt;Result!&lt;/p&gt;

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</description>
          <author>by Matt Sephton</author>
          <pubDate>Tue, 18 May 2021 00:00:00 +0000</pubDate>
          <link>https://blog.gingerbeardman.com/2021/05/18/prerendering-ranger/</link>
          <guid isPermaLink="true">https://blog.gingerbeardman.com/2021/05/18/prerendering-ranger/</guid>
        </item>
      
    
      
        <item>
          <title>Daily Driver: Happy New Year!</title>
          <description>&lt;p&gt;I hope you’re safe and well and wish you a great 2021. I’m back at it, and am confident this year will be the year of Daily Driver and more besides!&lt;/p&gt;

&lt;p&gt;Recent work on the game includes improvements to the physics of in-game objects and creation of yet more vehicles and levels.&lt;/p&gt;

&lt;p&gt;“The car’s the star”, as they say, so I have sunk untold hours into both the physics and graphics of many different cars to ensure that the depth of control and animation is enough to hold a players interest for the time I hope they will spend with my game. There’s no final vehicle line-up, as often some cars don’t look unique enough after the first rough model is tested in the game. But these two are keepers!&lt;/p&gt;

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&lt;p&gt;Interestingly, both these vehicles show off one aspect of the game that I’ve not really talked about so far: reference and nods to classic games. Here we can see an RC car (whose antenna wobbles!) that is a nod to games like Re-volt, RC Revenge, Smash Cars, RC de Go!, Excite Truck, RC Pro-Am etc. And the forklift is a nod to Shenmue and the infamous New Yokosuka Harbor District.&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;https://cdn.gingerbeardman.com/images/posts/daily-driver-happy-new-year.gif#playdate&quot; alt=&quot;GIF&quot; /&gt;&lt;/p&gt;
</description>
          <author>by Matt Sephton</author>
          <pubDate>Sat, 09 Jan 2021 00:00:00 +0000</pubDate>
          <link>https://blog.gingerbeardman.com/2021/01/09/happy-new-year/</link>
          <guid isPermaLink="true">https://blog.gingerbeardman.com/2021/01/09/happy-new-year/</guid>
        </item>
      
    
      
        <item>
          <title>Honda ICVS Concept (1994–2008)</title>
          <description>&lt;p&gt;Honda ICVS Concept “Intelligent Community Vehicle System” emphasising vehicle sharing over owning.&lt;/p&gt;

&lt;ul&gt;
  &lt;li&gt;1994 introduction&lt;/li&gt;
  &lt;li&gt;1996 concepts presented&lt;/li&gt;
  &lt;li&gt;1998 public test (Japan)&lt;/li&gt;
  &lt;li&gt;1999 World Good Design award&lt;/li&gt;
  &lt;li&gt;2002 real world application (Singapore)&lt;/li&gt;
  &lt;li&gt;2008 discontinued (&lt;a href=&quot;https://global.honda/newsroom/worldnews/1998/c980910.html&quot;&gt;Honda Newsroom&lt;/a&gt;)&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;img src=&quot;https://pbs.twimg.com/media/EmqP2PTXIAIgk-m.png&quot; alt=&quot;&quot; /&gt;&lt;/p&gt;

&lt;ul&gt;
  &lt;li&gt;Video: &lt;a href=&quot;https://www.youtube.com/watch?v=q3XR8pXminc&quot; title=&quot;https://www.youtube.com/watch?v=q3XR8pXminc&quot;&gt;www.youtube.com/watch?v=q3XR8pXminc&lt;/a&gt;&lt;/li&gt;
  &lt;li&gt;Archived website: &lt;a href=&quot;https://web.archive.org/web/20001109052600/http://www.honda.co.jp/ICVS/icvs/index.html&quot; title=&quot;https://web.archive.org/web/20001109052600/http://www.honda.co.jp/ICVS/icvs/index.html&quot;&gt;web.archive.org/web/20001109052600/http://www.honda.co.jp/ICVS/icvs/index.html&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
</description>
          <author>by Matt Sephton</author>
          <pubDate>Thu, 12 Nov 2020 00:00:00 +0000</pubDate>
          <link>https://blog.gingerbeardman.com/2020/11/12/honda-icvs-concept-1994-2008/</link>
          <guid isPermaLink="true">https://blog.gingerbeardman.com/2020/11/12/honda-icvs-concept-1994-2008/</guid>
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        <item>
          <title>Daily Driver: Weight Transfer</title>
          <description>&lt;p&gt;I’ve been playing old Japanese PlayStation game &lt;a href=&quot;https://digitaldriftracer.wordpress.com/2019/06/09/touge-max-series-overview/&quot;&gt;Touge Max G&lt;/a&gt; and besides this having a gymkhana mode similar to aspects of Daily Driver, it also has a realistic handling model. One of the things that struck me about that was how the car rocks back and forth when accelerating and braking/reversing. One of the other games in the Touge series also has a school mode that talks you through this concept of weight transfer. It’s realistic and adds some level of dynamics to the car, making it feel less like a solid block sliding around.&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;https://cdn.gingerbeardman.com/images/posts/daily-driver-weight-transfer.gif#playdate&quot; alt=&quot;GIF&quot; /&gt;&lt;/p&gt;

&lt;p&gt;So I’ve added this effect to Daily Driver and will be refining it going forward. I find it breathes extra life into the car just as it does in other games with full 3D physics modelling. It requires 3x the number of car sprites but because I render them from 3D it’s not much extra work and I think it’s well worth the effort.&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;https://cdn.gingerbeardman.com/images/posts/daily-driver-weight-transfer.png&quot; alt=&quot;PNG&quot; /&gt;&lt;/p&gt;
</description>
          <author>by Matt Sephton</author>
          <pubDate>Sat, 03 Oct 2020 00:00:00 +0000</pubDate>
          <link>https://blog.gingerbeardman.com/2020/10/03/weight-transfer/</link>
          <guid isPermaLink="true">https://blog.gingerbeardman.com/2020/10/03/weight-transfer/</guid>
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        <item>
          <title>Daily Driver: Eight-Six</title>
          <description>&lt;p&gt;When you get a crazy idea that you’ll probably never be able to use, but you do it anyway, just to scratch the itch.&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;https://cdn.gingerbeardman.com/images/posts/daily-driver-eight-six.jpg&quot; alt=&quot;JPG&quot; /&gt;&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;https://cdn.gingerbeardman.com/images/posts/daily-driver-eight-six.gif#playdate&quot; alt=&quot;GIF&quot; /&gt;&lt;/p&gt;
</description>
          <author>by Matt Sephton</author>
          <pubDate>Tue, 18 Aug 2020 00:00:00 +0000</pubDate>
          <link>https://blog.gingerbeardman.com/2020/08/18/eight-six/</link>
          <guid isPermaLink="true">https://blog.gingerbeardman.com/2020/08/18/eight-six/</guid>
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