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<h1>Phobos</h1>
<p>
One of the coolest things I've developed is a game, fully written in
assembly.<br /><br />
I say this because it is the perfect intersection of many things I enjoy;
low level programming, physics, space, simulation development, and game design.
Also small enough of a project that I could complete it in under a couple
of months, so another win. I even named the game based on the emulator, as
Phobos is a moon of Mars <br /><br />The instructions for this
assignment were very broad, to develop a platformer game in assembly.
This left a lot of room for creative freedom, especially due to the
loose definition of platformer. With infinite time I would have
developed a whole rocket simulator, and used the justification that the
launchpad was a platform.
<br />
<br /> On the technical side this was a very difficult project. There are
only about 16 variables actually usable in MIPS, and a lot of them are reserved
to specific logical controls under best practice. Then following the many
loops and recursive, real-time functionality required extensive and efficient
use of the stack. Ideally accessing a few bytes shouldn't strike the fear
of low framerates to mind, but the Mars-MIPS emulator I was using was far
from efficient.
</p>
<h3>Notable Features</h3>
<ul>
<li>Raycast collision detection and repositioning</li>
<li>Sub-pixel velocity and positioning</li>
<li>Awesome pixel graphics (the rocket shoots fire!)</li>
<li>High framerates (for a low-performance emulator)</li>
<li>Enemies shooting at you!</li>
<li>Loot pickups</li>
</ul>
<p>
Probably the most annoying part of this was that the emulator couldn't
handle simutaineous key inputs. Fortunately I have over a thousand hours
experience landing rockets on the <a
href="https://kerbalspaceprogram.fandom.com/wiki/Mun">Mün</a
>
so I was comfortable giving a few unique key inputs per second. I never imagined
this is something I would be proud, and I still don't think I am. However,
it works.<br /><br />At this point you may have realized I am a bit of a
space nerd. Enjoy this recording I made at 1am demonstrating the
features of my game to a TA, compressed to the point that the audio has
texture.
</p>
<video width="90%" controls>
<track kind="captions" />
<source src="src/lib/phobos/demo.mp4" type="video/mp4" />
Your browser does not support the video.
</video><br />
The
<a href="https://github.com/jjanella/Phobos">source code</a> is also available
for your enjoyment.