| ▲ | sho_hn 4 hours ago | |
It means they're not actually "all connected to a shared net", no? Something that actually connects the components and routes the traces in a way that makes it somehow still recognizable as the 3D environment would've been cool, otherwise this is kind of just like piping draw commands into a <canvas> from a hook in the Doom renderer. KiCAD just happens to be a complicated line drawing app. Don't get me wrong, still a fun little hack. But some more PCB-ness would make it even cooler. It might be that the website undersells it and there's more PCB-ness than I can detect in the visuals. Is it using layers and vias between them for the z-sorting or so? Both the website and the commits have a distinct AI slop feel to them and are somehow not very detailed on this part. | ||
| ▲ | mikeayles 2 hours ago | parent [-] | |
So the reason everything is on one net is so kicad doesn't need to calculate a ratsnest/air wires. As for the drawing, we pulled the vectors as a list from the C, and used a painters algo and drew back to front using the distance from the player in the python code. We then treated them as polygons to allow us to work out occlusion to hide things behind walls, but the data pipes to kicad/the headphone jack is just the vector/wireframes/outlines, filtered by what's left after the occlusion test. So yep, using footprints as sprites was my (clunky) nod to electronics, as I didn't like the idea of drawing polygons. Kicad can definitely handle them, but they're less fun. Now, if I'm really bored over Christmas, I may port it to fusion360, which will have a 3d engine. I 100% abused Claude code to get here, and i tend to get it to write the bones of a write up, which I then populated with my own thoughts, else I can't get started. We are worryingly becoming more aligned. | ||