The swirly background (especially on the main screen), shiny card effects, and the CRT distortion effect would be genuinely difficult to implement on a system from that era. Balatro does all three with a couple hundred lines of GLSL shaders.
(The third would, of course, be redundant if you were actually developing for a period 486. But I digress.)
The swirly background (especially on the main screen), shiny card effects, and the CRT distortion effect would be genuinely difficult to implement on a system from that era. Balatro does all three with a couple hundred lines of GLSL shaders.
(The third would, of course, be redundant if you were actually developing for a period 486. But I digress.)
Some fans ported Balatro to the VBA if you want a comparison of what is possible.
But the buffer for a full HD screen fill most of the memory of a typical 486 computer I think
Virtually all the graphics? Modern computers are very fast.
Sure the effects, etc aren’t possible, nor would the resolutions of modern phones.
But solitare ran on a 486 and I don’t see what of the gameplay requires massive CPU.