Arduino Gaming: Not So Retro Any More
beckman101 writes "Two years ago the Gameduino brought retro-style gaming to the Arduino. This week its successor launched on Kickstarter, still fully open-source but with a video that shows it running some contemporary-looking demos. Plus, it has a touch screen and a pretty decent 3-axis accelerometer. Farewell to the retro?"
so I'm seeing Super Nintendo / Game cube quality graphics there... so no, it's still retro.
Now lets compare it with android. Available cheap, yes. Available with large screens, yes, available in variety's that have pretty durn snappy CPU/GPU combos, yes, large market base, yes, IO (USB, bluetooth, and even NFC, yes, robust dev tools and libraries, yes.
Please don't misunderstand me, I like the concept, but fail to see the utility. If I want to play games, my Optimus G plays better ones than this (which still looks retro! Frogger? Space invaders? Simple platformers?), and I can emulate to play whatever retro stuff I want. If I want to develop games, I have all the tools necessary as well.
Can anyone give me some really feasible use cases for this?
Silence is a state of mime.
It's not really a 'GPU' at all in the current sense of term(Do modern 'GPU's even do hardware sprites anymore, or do they just treat them as special, particularly flat, cases of textured polygons?); but if you are into the retro aesthetic and design style/limitations, a chip that does high-speed sprite jockeying is probably going to make you a lot happier than any of the 'Yup, just another OpenGL ES GPU that your desktop would stomp on; but which is so powerful that you would have sold your soul for it back when GLQuake came out...' GPUs that get mated with ARM SoCs these days.
The Dyson ones where you stick you hands in the slot and then draw them out slowly as they are irradiated seem to work pretty well, except your fingernails fall off.
No, that last part is kidding. They work pretty well and the radiation is in my head.
You are welcome on my lawn.