## A high-level object-oriented Game Boy Advance bitmap 3D software engine
Engine layout: stripped-down version of [https://github.com/wgroeneveld/gba-sprite-engine/](https://github.com/wgroeneveld/gba-sprite-engine/)
**What's this?** A GBA MODE4 3D Software Engine - built from scratch.
This is (very) loosely based on David's 3D soft engine in C#/JS: https://www.davrous.com/2013/06/13/tutorial-series-learning-how-to-write-a-3d-soft-engine-from-scratch-in-c-typescript-or-javascript/
Engine blueprint: a stripped-down version of [https://github.com/wgroeneveld/gba-sprite-engine/](https://github.com/wgroeneveld/gba-sprite-engine/) combined with more _tonc_ library functions.
Camera rotates `2/256` units on x and y each render cycle.
You 'should' see a cube forming based on 8 vertices. It's a simple example to showcase what the `Mesh` class is about, and how `GBAEngine` handles projections.
Second problem, sin/cos are expensive so we use _tonc_'s lookup tables - but they also come with weird requirements.
For instance, input is normally in radians. But we have fixed-point radians. And the lookup table is filled in `[1-512]` slices but actually requires input in `[1-FFFFh]`:
```C
INLINE FIXED fxrad2lut(FIXED rad) {
int scale = fx2float(rad) / (2*M_PI / 512);
return (scale <<6)*2;
}
INLINE FIXED fxsin(FIXED fxrad) {
if(fxrad == 0) return 0;
FIXED theta = fxrad2lut(fxrad);
FIXED sin = lu_sin(theta);
return fx12Tofx8(sin);
}
```
Divisions are a bit of a mess, but converting them to fixed-point and going back is not going to help much.
More details in `math.h`.
In any case, lots of rounding errors occur. It is luckily not a problem due to GBA's limited screen dimensions.
**Work in progress**, using mode4 to create a software 3D engine from scratch.