Commit Graph

2 Commits

Author SHA1 Message Date
David Montero Crespo c39a00c07c fix(ili9341): debounce flush instead of rAF — paint on frame boundary
rp2040js runs at ~50% real time, so a TFT frame burst (fillRect sky +
fillRect floor + many drawFastVLine for walls + HUD) often takes longer
than 16 ms to drain through the SPI pipeline. Painting on every rAF
captured mid-burst snapshots that the next sky fill immediately
clobbered, so the canvas only ever showed the last few pixels written
before each tick — most visibly the raycaster examples rendering 2-3
wall columns instead of 160.

Strategy: each SPI pixel write resets a 16 ms idle timer. We paint only
after that period of silence (a real frame boundary), with a 100 ms
hard cap so continuous-write sketches still update.

Also adds test/pico_doom_demo/raycaster-perf.mjs — a puppeteer-based
profiler that reports CPU step rate, SPI throughput, per-pixel cost,
and paint rate. Run with the dev backend + frontend up:

  node test/pico_doom_demo/raycaster-perf.mjs

After the fix the Doom raycaster paints at the sketch's natural 10 FPS
with full frames (was 29 fps of mid-burst snapshots).
2026-05-16 00:48:38 -03:00
davidmonterocrespo24 5742ed0146 feat(examples): Pico Doom — Wolf3D-style raycaster on RP2040 + ILI9341
A new entry in the games category for the Raspberry Pi Pico. Renders
a first-person 3D corridor à la Wolfenstein / early Doom using a
column-wise DDA raycaster — 160 rays per frame drawn straight to a
320×240 ILI9341 TFT via drawFastVLine, no framebuffer. 16×16 tile map
with 5 wall palettes (slate, blood, brown, toxic green, bronze door),
darkened on NS faces so corners read in 3D. Forward / back move,
two more buttons turn the player. 40-px HUD bar.

Why a demo, not the canonical id Software Doom: Graham Sanderson's
rp2040-doom port shoehorns DOOM1.WAD into 2 MB of flash with custom
compression and pushes video out over PIO-driven DVI / VGA — none of
that survives the rp2040js emulator (no PIO accuracy, no flash
mapping for huge assets). A raycaster reproduces the *visual* of
early Doom using only ~67 KB of flash and 9 KB of RAM, which the
emulator runs perfectly.

Pre-flight: arduino-cli compile against rp2040:rp2040:rpipico
already verified inside the Velxio backend container — 3 % flash,
3 % RAM. The Adafruit_GFX + Adafruit_ILI9341 libs the example
declares are already in the gallery's auto-install list.

Bundled:
  test/pico_doom_demo/arduino_sketch.ino — source of truth sketch
  test/pico_doom_demo/README.md          — what + why + pin map
  test/pico_doom_demo/compile_check.sh   — operator script that
    runs arduino-cli against the same FQBN the prod backend uses
  frontend/src/data/examples.ts          — gallery entry (boardType
    raspberry-pi-pico, category games, difficulty advanced, 5
    components, 14 wires)
  frontend/src/__tests__/examples-pico-doom.test.ts — 10 vitest
    assertions: example is registered exactly once, target board /
    category / difficulty match, libraries declared, all four
    pushbuttons present, every wire endpoint references a real
    component id, SPI pin mapping matches the sketch's #define
    block, every button has a GND wire, the renderFrame loop is
    still present in the embedded code.
2026-05-13 22:54:35 +02:00