Testing hybrid hw/sw rendering: CPU-only until rasterization. Then use GL1.X to rasterize (slowest part). Barely touches GL so it runs on ancient and even GLES platforms. Goal: max combo of performance and fw/bw compat. This is my main screen with replaced drawtriangle() calls
#gamedev #retrogamedev
Posts by Mental Vertex
Well no since this tries to buy into the aesthetic of lo-fi 90s CGI/PS1 graphics; artifacts, low-res unfiltered textures (sometimes with baked lighting), vertex "jumping" because of fixed point coordinates, affine texture mapping, and so on. Some of these I disabled because it would be even worse ๐
Playing around with this idea about a dystopian metropolis setting. Rendered in interlaced 320x180 with my own framework written in Rust, using custom software rendering.
#rustlang #gamedev #indiedev
Got my hands on a Steam Deck, and getting a playable build on it was surprisingly easy. Copy it in Desktop mode, add it to Steam as a non-Steam game, make it use the Steam runtime (for SDL), and map the controls using layouts. And it's fast: 500-600fps uncapped (CPU rasterizer).
#gamedev #indiedev
It's really cool. I went into it expecting hours of frustrating issues and not having a working build eventually. It inspired me to dig out my 2000s setup and have it working there (screenshot is from a VM). And most importantly without the need for old Rust compiler versions.
A Scavenging Trip running inside a 32bit Windows XP virtual machine
Was able to build A Scavenging Trip for Windows XP 32-bit using rust9x by @seritools.bsky.social with 0 issues. Didn't even need to follow all the instructions, just changed a couple of paths and it straight worked. The minimal dependencies probably helped.
#rustlang #gamedev #retrogamedev #indiedev
A Scavenging Trip: a short and challenging early 90s-style 3D simulation game set in space. Written in #rustlang and using a custom software rasterizer/renderer.
totenarctanz.itch.io/a-scavenging-trip