https://github.com/msinger/sm83-render
Game Boy CPU in Blender
https://github.com/msinger/sm83-render
blender cpu gameboy rendering sm83 vlsi
Last synced: 18 days ago
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Game Boy CPU in Blender
- Host: GitHub
- URL: https://github.com/msinger/sm83-render
- Owner: msinger
- License: cc-by-sa-4.0
- Created: 2025-11-16T23:37:56.000Z (about 2 months ago)
- Default Branch: master
- Last Pushed: 2025-11-16T23:38:57.000Z (about 2 months ago)
- Last Synced: 2025-11-28T19:28:11.721Z (about 1 month ago)
- Topics: blender, cpu, gameboy, rendering, sm83, vlsi
- Homepage:
- Size: 48 MB
- Stars: 0
- Watchers: 0
- Forks: 0
- Open Issues: 0
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Metadata Files:
- Readme: README.md
- License: LICENSE
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- awesome-gbdev - sm83-render - A 3D model of the Game Boy CPU layout in Blender. (Related projects / Post processing)
README
# Blender project of the Game Boy CPU
I don't know how to use Blender, I just watched a turorial on how to import a
VLSI layout into Blender to render it in 3D.
This is the tutorial I used:
Here is the Electric VLSI project that contains the layout:
I put this out here, so maybe someone else can help me improve it and maybe make
some flying animations.
Here are some renderings:





I placed the poly layer directly ontop of the active areas without a gap, because
otherwise you would see the poly cuts peak out underneath the poly. The technology
I used in Electric uses the same layer for poly and active cuts. So when I make the
cuts shorter, then there would be a gap between the active cuts and the active
areas. I don't know if this can be done in Blender, so that the cuts are
shortened only where they're above poly.