Making Graphics Like it's 1993
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Catlantean 3D - Making Graphics Like It's 1993
Catlantean 3D is a side-project I've been slowly building in my spare time for over a year, and I intend to release it on Steam next year.
Your browser does not support the video tag.My goal was to build a complete, shippable first-person shooter using techniques that were common in the early 90s, while allowing myself the luxury of using a modern compiler and a platform abstraction layer.
What this actually means is, the constraints I have foolishly imposed upon myself are as follows:
- game must be made entirely from scratch, including the assets
- all rendering must be done by hand
- all sound mixing must be done by hand
- 320x240 target resolution
- 256 colors only
- floating point allowed, but behavior must be consistent across platforms
- decided on fixed point for game logic to guarantee deterministic behavior, floating point for rendering because determinism isn't that important there
- must be a finished, polished game that is fun to play (not a tech-demo)
- platform abstraction layer allowed, but I must pretend it's very limited (within reason):
- frame buffer to write pixels into
- keyboard/mouse input
- audio buffer to write samples into
- filesystem I/O
- no AI slop
If this sounds unreasonable to you, that is because it is.
But I'm doing it anyway, and today I'm gonna talk about something that is typically overlooked in development blogs, and that is asset creation.
Note: Everything displayed here is work-in-progress, and heavily subject to change.
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