Once he was done capturing the game’s video buffer, then called the real glutSwapBuffers() function.
SUPER HEXAGON CODE
changed the game code such that his own frame capture function would be called instead of glutSwapBuffers(). Once rendering is complete glutSwapBuffers() is called to swap the buffers, and the process starts over again. Every frame of the game is rendered in the background. Super Hexagon calls the OpenGL function glutSwapBuffers() to implement double buffering. tried Fraps and VLC, but lags of 2 seconds or more were not going to work. The first step in beating the game is to capture the screen. In short, Super Hexagaon makes Touhou bullet hell games look like a cakewalk. However, the entire game board is constantly spinning, expanding, contracting, flashing, and generally doing things to disorient the player while ever more complex wall patterns move in to kill you. Avoid getting crushed by the walls, and you’re golden. The player uses the arrow keys to “orbit” the ship around a central shape.
Walls move from the screen edges toward a ship located near the center of the screen. Having played a few rounds of Super Hexagon ourselves, we can’t fault him on that front!Īt its core, Super Hexagon is a simple game. After fighting his way through several levels, decided that designing a bot to beat the game would be more efficient than doing it himself. Last year one of those games was Super Hexagon. It vastly reduces the memory requirements, on his Altera DE1 board compared to the framebuffer approach.Ĭontinue reading “Racing The Beam With Super Hexagon” → Posted in FPGA Tagged Altera DE1, fpga, hackaday.io, hexagon, pipeline, pipelined, racing the beam, Super Hexagon, superhexagonĮvery few months a game comes along which is so addictive, players can’t seem to put it down – no matter how frustrating it may get. He’s using a pipelined approach where each pixel’s value is calculated just a few clock cycles before it’s displayed. He built his own implementation, but not one with framebuffers. At the time he was addicted to the game Super Hexagon, and the game mechanics are simple enough for an FPGA. is in the middle of an EE degree right now, and for a digital design class he needed to write some Verilog. It’s playing with scanlines and colorbusts with code, something we’re now calling. There wasn’t even enough RAM for all the pixels on the screen instead, pixels were generated by the CPU as they were being drawn. They’ve also released their source code and schematics as well, in case you have an old fan ( or maybe even a bicycle?) lying around that is just begging to be turned into a mini-arcade game.Ĭontinue reading “The Biggest Super Hexagon Fan” → Posted in Arduino Hacks Tagged arduino, micro, POV, Super HexagonĮarly game consoles like the Atari 2600 had a very, very limited amount of RAM. The group demonstrated their setup this past weekend, and the results are impressive judging by the video below. They couldn’t keep the original name anymore due to the lack of hexagon shape (and presumably copyrights and other legal hurdles), but the style of the original is well-preserved. The POV shouldn’t take up too much of the processing power of the Arduino, so most of the clock cycles can be used for playing the game. After some frustration in the original idea, they realized that the game is perfectly suited for a POV display since it’s almost circular. To navigate the intricate maze of blending a POV display with a fast-paced game like this, the group turned to the trusty Arduino Micro. They didn’t stop there, though, and thought that it would work best with a POV display. Normally this 80’s arcade-style game would run in a browser but some of the people at Club de Jaqueo in Buenos Aires decided to cram all of that into an Arduino. For those who haven’t addicted themselves to Super Hexagon yet, it’s pretty… addicting, to say the least.