Play the original wipEout in your browser: https://phoboslab.org/wipegame... Also check out the in-depth "Making-of" in my blog: https://phoboslab.org/log/2023...
Source on github: https://github.com/phoboslab/w...
@phoboslab I was reading the code the other day, and I noticed that the objects have a BSP data structure inside. Is any the sorting done with BSPs? Or is it exclusevely done via ordering tables?
@pikuma As far as I could see, none of the primitives that are loaded in wipEout contain any BSP data and there's no other references to this in the code. Maybe it was used by other games from Psygnosis?
@phoboslab This is amazing, is there any way to make it work with a controller? Mine doesn't get recognised.
@VVVGamer Game controllers are only supported in the native SDL version for now. Web version needs a bit more work.
@phoboslab The making of stings a bit. but fair. we did the best we could with DOS + VGA. losing Gouraud hurt a lot, it just wasn't gonna be fast enough for the target platform.
@MonstersGo Sorry, I got a bit into a rant there. The DOS version was as good as it could be. I'm sure writing a rasterizer that runs at interactive framerates alone was quite the feat. Also, I'm sitting here with 28 years of hindsight...
@phoboslab It says Y is shoot but its actually Z.
@apolloeye Thanks, fixed. I got confused by my german keyboard.
@phoboslab Hey - Are you looking for a job?
@robinlavallee Ha, if I can ever get out of my current CTO role, I'll get back to you!
@phoboslab Ok wow
@phoboslab Ooooh. Now do 2097/XL! ❤️
@phoboslab Works like gold even on a shitty company netbook.
@phoboslab I went to all the trouble of getting a second-hand WipeOut PSX disc, ripping it in bin+cue format, locating PlayStation system ROMs, setting up ePSXe, and the ePSXeCutor front-end, tweaking the heck out of the graphics core settings.. and now you young peeps can just go to a URL?
@phoboslab @mrdoob Amazing writeup. Web assembly is turning out to be a really accessible way to play clones of these old games. I too worked to bring out wasm port of Duke Nukem 2 clone (Rigel Engine by @lethal_guitar ) . Xprogee's tomb raider wasm (OpenLara) was the inspiration
@phoboslab That's awesome work and an awesome writeup. Thanks for doing it!
@phoboslab Omg the intro music theme, techno banger!
@phoboslab Really cool project, and a great write-up!
@phoboslab Amazing work on game and the article! Very impressive <3
@phoboslab I dreamt of a Mac port. This is starting to get there!
@phoboslab Wonderful work and thanks for sharing it: wipeout is maybe the best franchise when it comes to racing games, IMO. Maybe one step further might be mobile browser support, with touch controls!
@phoboslab Regarding reimplementing the OT-List for a port, everybody sane did that. I did that for the Dreamcast version of VRally, since the DC was much more powerful than the PSX that was not an issue. Then if you have time, you implement something proper, but you never get the time 😅
@phoboslab Loaded it up and the muscle memory is still there, the feeling is perfect. What a game, music, beautiful aesthetics and speed. 9 year old me spent way too many hours on this
@phoboslab THANK YOU! I still have a dev copy of this somewhere, but my blue PS1 died a LONG time ago. While I wasn't a dev at Psyg, I was in part of the IT team in Foster City - our booth at E3 that year was AMAZING.
@phoboslab The reason myself (& many others) purchased a PS1. Amazing! 💜
@phoboslab Thankyou for keeping this game alive🩷
@phoboslab Am I still in the credits? 😂

