Fiddling with the leaked WipEout source. It may not look like much, but getting this thing to compile and run on x86-64 was a royal pain. Rendering is in OpenGL, but all transforms still in software, hence the wobbliness.
Interestingly the game doesn't use a depth buffer. Instead, polygons are sorted into one of 8192 bins, based on their z-coord. Rendering is simply back to front. It's a re-implementation of the PSX LIBGPU's Ordering Table.
@phoboslab I did the same exercise, compiled, rewrote entire rendering, added split screen. I was really surprised how well it worked on PSX according to the source code quality. Ported on many platforms like modern Windows, Linux, macOS, 3DO (WIP), PSP, PS3 and X360 https://youtu.be/-LxhtPILsIg
@XProger_san Neat! Yeah, the original PSX source was probably quite convoluted to begin with, but these layers of DOS, Windows, D3D and ATI stuff sprinkled all over made it so much worse.
@phoboslab This is very cool! I didn't know there was a wipeout leak, is that a recent thing ?
@uk_resistant Almost exactly a year ago: https://x.com/forestillusion/s...
@phoboslab Really like the flat shaded backgrounds, Virtua Racing-like. I'd almost keep them like that!
@phoboslab I've noticed a lot of PSX games wobble like that. Implementations of Quake 1 on Windows, too, some of them seem to wobble.
@phoboslab Congratulations! I can appreciate how much work this was. Also gives me vibes from 90's era game called Stunts...
@phoboslab I really need Sony to make a PC port of WipEout HD, that game was heat.
@phoboslab i wish people nowadays made bad graphic games like this instead of making the games so great they can't run on my computer
@phoboslab The wobbliness is key to the look! :)
@phoboslab I know this is something different but map editor for n64 version would be awesome
@phoboslab While it looked and felt like a demo back in the day, great gameplay and soundtracks had us coming back to it again and again !
@phoboslab forget about textures, next priority should be cd audio ;)
@phoboslab would love to see a port to a modern platform like Unity
@phoboslab Is this a prototype game you made?
@phoboslab It's called vertex displacement and it's a much saught-after video-effect people actually want to emulate these days. So that wobbliness is considered something of class by some, honestly :)
@phoboslab I remember that sequence very well. And I actually completed that game, which required quite a bit of training. You could accelerate by bumping into opponents at the right angle 😉 #wipeout
@phoboslab Wonder if it could be ported to something like esp32 with psram or maybe even a rp2040 with some major hackery.
@phoboslab Great work!
@phoboslab I want this as a live wallpaper or screensaver
@phoboslab Even without textures this game is still a mood.
@phoboslab That game felt both so good and so bad to play.
@phoboslab That's more impressive than anything else, even with the jank.
