Making Graphics Like it's 1993
Engine & Rendering Techniques
- Many compare the engine to early 90s shooters: structure is closer to Wolfenstein 3D–style raycasting (orthogonal walls, fixed floor/ceiling) than Doom’s full BSP, though some features echo later engines.
- Clarifications: Doom and Build (Duke Nukem 3D, Shadow Warrior) differ; Build uses sector/portal traversal and trapezoid wall rasterization rather than BSP, enabling “room over room” tricks and dynamic walls.
- Debate on floor rendering: one side claims Doom approximated floor perspective via patches; another notes per-row perspective divides and links to Doom’s floor code.
- Several posters advocate sector/portal-based raycasters (like Build) for more flexible geometry than grid-based Wolf3D.
- Classic VGA details: mode 13h linear 320×200, Mode X/unchained modes, 0xA0000 framebuffer, and tradeoffs between ease (linear) and power (planar) are discussed.
Art Style & Asset Pipeline
- Strong appreciation for the posterized, palette-quantized look; people like how near-black tones “crunch” into distinct bands.
- Interest in the sprite pipeline: 3D renders → postprocess → palette mapping; some note how surprisingly crisp the results are compared to usual “mushy” 3D-to-sprite conversions.
- Discussion around consistent pixel scale: raising sprite resolution for a few objects would visually clash unless everything else is raised too.
Modern APIs vs Retro Constraints
- Some argue it would be more interesting or practical to use modern OpenGL/GPUs for the same aesthetic, especially to support higher resolutions and prevent nausea.
- Others counter that the charm lies precisely in using period-appropriate software rendering, and that modern GPUs are so fast at low-poly scenes that extra occlusion culling may actually hurt performance.
Protagonist & Representation
- The calico pattern implies the cat is (biologically) female; this triggers a side thread on how rare female protagonists are in FPS/“boomer shooters”.
- Posters cite Steam tag counts and modern multiplayer shooters with selectable female characters, disagreeing on whether “rare” is accurate.
Reception, Nostalgia & Critiques
- Majority response is highly positive: praise for the technical depth, self-imposed constraints, coherent art direction, and “1993” feel.
- Several express renewed appreciation for early 90s graphics ingenuity and share personal anecdotes of writing software renderers back then.
- A minority criticizes the “no AI” positioning and the claim of early-90s techniques while using modern tools like Blender, calling it nostalgia bait; others defend that tooling updates are reasonable for a solo project.
Shared Ideas, Tools & Side Notes
- Multiple posters share related experiments: custom engines (including Flash and DOS), lightmaps, fixed-point math, and palette-based lighting/look-up tables.
- Palette animation and palette swaps (e.g., water, lava, recolored enemies) are highlighted as powerful low-cost effects.