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The FPGA that I'm using for this (the Lattice iCE40 UP5K) is really limited when it comes to RAM, which is the main constraint when it comes to world size. As per the title, there's only 143kb, which is insanely low for doing any kind of 3D stuff :). 48kb is used by the frame buffer, 19kb for textures, which leaves 76kb. 48kb of that is used for the map, which currently limits it to 32x32x32 blocks. However, I do have some plans to improve on that in the future!

The FPS (30Hz) is rock steady though! One of my pet peeves when doing DirectX/OpenGL development is that it's really hard to completely avoid frame drops, e.g. if the OS decides to schedule some other thread, or because the GPU driver decided to do something else than render your app. With hardware development, you can side step all of those problems. As a result, the Minecraft clone is guaranteed to not drop frames :).



Have you thought of going Shadertoy style and doing everything procedurally? Or every block procedurally? That way you can cut RAM as much as you wish. For example, if you have a procedural formula to determine if a block is populated, you don't need to store it in RAM, just use this formula in the renderer directly (in Shadertoys this usually would repeat per-pixel).


It did cross my mind. However, a problem with that approach is that evaluating such a formula is too costly/inaccurate on a small FPGA like this, which just has 8 DSPs (that can only do 16x16 bit multiplication), and some of these are already in use in other parts of the design.


If you have a guarantee for the worst case of generating a pixel (which you indicate by saying that you never drop frames), couldn't you get rid of the framebuffer? Schedule pixel generation so that they complete just in time for when they're needed for output.

This would save up RAM for other things (and be a fun exercice to get right).


That's a good observation! This technique is also known as "racing the beam". The problem is a mismatch of refresh rates; the VGA display operates at 60 Hz but the ray tracer is not capable of producing that many pixels, it can only do 30 fps. So we need a frame buffer to store the result.


On console and embedded the OS is either non-existent or gives your game guarantees about when it will schedule something and how often. Hardware obviously gives you way more control, but a baremetal raspberry pi project, Arduboy, console homebrew, etc can give you some of that control back in software. Awesome project btw


As an example of this, on the Nintendo Switch, games run on three cores dedicated to the game, while the rest of the OS tasks run on the fourth core. Furthermore their scheduler gives precise guarantees about the scheduling order of threads spawned on the same core. It makes sustained 60fps achievable through careful design.


Thanks for the reply incredible work!

Are there any FPGAs out there with an order of magnitude more memory you have considered?


There are definitely FPGAs that are a lot more capable than the FPGA that I'm using. For example, see my reply to flatiron here: https://news.ycombinator.com/item?id=25172781

While it would have been easier to use a larger/faster FPGA, part of the fun of such a low level project is to work within harsh constraints and see what can be done regardless :).




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