#bresenham
*twitches in Bresenham*
September 26, 2026 at 3:52 AM
That's the wrong Bresenham. Gotta do the next Bresenham. Instead of a test every pixel, do it every span:
web.archive.org/web/20250107...
How to draw ugly lines really fast
Beyond textbook Bresenham Introduction Every now and then (don't ask) I have to yet again write a subpixel-accurate but NOT antialiased line drawer. In many ways AA lines are much simpler - because ...
web.archive.org
March 4, 2026 at 6:29 AM
Huh, so I may have finally found a trick for good line rasterization outside of OpenGL Core.

Vertex shader stores the coordinates for each pair of verts, then in fragment I test them with a Bresenham line function, discarding pixels outside the line (& use conservative rasterization to avoid gaps).
March 8, 2026 at 3:00 AM
Interesting page on the Bresenham algorithm for drawing lines, circles etc..

members.chello.at/~easyfilter/...
April 22, 2026 at 3:13 PM
ah butts my strat didn't work in this case

yes yes i should look up something about bresenham but that's spoilers
March 26, 2026 at 10:28 PM
And now the next step.
Drawing 3 concentric quarter-ellipses using an extended Bresenham algorithm. It's just a bit slow in ZX81 BASIC.
#bresenham #zxbasic
June 8, 2026 at 10:48 PM
I've been writing some code for efficient traversal in voxel spaces recently. Here's a visual comparison between the bresenham line algorithm, and the Amanatides-Woo "Fast Voxel Traversal Algorithm". #gamedev #solodev #indiedev #customengine
April 27, 2025 at 9:50 PM
lol, check this out, 4ms savings by doing integer absolute value in the innermost bresenham walker via bitwise black magic instead of math.abs
November 2, 2025 at 5:52 AM
Okay now that i've figured out how to do a kinda scanline fill between the bresenham lines, Sankey plots on the terminal look pretty cool!!!
February 27, 2026 at 10:43 AM
the web oekaki bug has bitten me again

currently trying to recreate aseprite's lovely freestyle drawing setup with bresenham line rasterization (clean single-pixel lines)

not quite there yet (this is a crude modification of someone else's non-freestyle implementation) but it's absolutely a start!
March 31, 2025 at 9:36 PM
You're telling me I just spent all this time to implement a Bresenham-line-drawing algorithm for my grid-line-of-sight, only to then learn about the builtin Geometry2D.bresenham_line()??

docs.godotengine.org/en/stable/cl...
Geometry2D
Inherits: Object Provides methods for some common 2D geometric operations. Description: Provides a set of helper functions to create geometric shapes, compute intersections between shapes, and proc...
docs.godotengine.org
May 3, 2025 at 8:10 PM
Bresenham strikes again
March 26, 2026 at 10:31 PM
🦨implemented a bresenham line algorithm to fill in the tiles in case you move your mouse really, really fast like you're doing MLG Pro 360 degree no-scope on the nonogram (or you're John TAS) wrote it smart too so your speakers don't blow up with 30000 sound effects

#indiedev #gamedev #gamemaker
January 26, 2026 at 11:48 PM
Added cover per cell in our #godotengine RPG! Calculated using cell corners from A to B via Bresenham for overall cover.
Cover is contextual - as per #pf2e rules, here larger creatures provide standard (shown in blue) instead of lesser (green) cover.
#gamedev #indiedev
January 31, 2026 at 1:02 PM
bresenham brutalism
February 20, 2025 at 3:15 AM
I can now draw lines on my display!!! 😀 The Bresenham line algorithm code is working and my own pixel plot routines are working. I am using 32x32 pixels in the RAM space that I can move around on my 16x16 display.
May 1, 2026 at 11:01 PM
A Bresenham line is made from points that snap to a grid. Basically a pixelated line. In my usecase, to check on a tilemap if cell A is visible from cell B.
May 4, 2025 at 3:03 AM
Say more please—what is a Bresenham line 🫣?
May 3, 2025 at 10:43 PM
ça m'évoque Bresenham
May 25, 2025 at 1:24 PM
Are you going Bresenham or div+deltas ?
April 10, 2026 at 9:14 AM
POTD - (not bresenham) A line segment is drawn from (0, 0) to (30, 21). How many grid squares does it pass through?
August 25, 2025 at 4:47 AM
August 28, 2025 at 3:22 PM
#gamedev #indiegame #twine
finally got line-of-sight to work with my special setup:
collecting tile infos, calculate passability, then simple bresenham algorithm to check visibility for each coordinate.
the Tetris-L is on an offset grid, the rest on a regular grid.
May 13, 2025 at 9:41 PM
When I were a lad, we had to calculate Bresenham by hand! Both ways up-slope.
May 22, 2026 at 6:31 PM