quake-srp

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11posts · 30d
Nov 50 posts
  1. Hacker News · · on I Love Software Rendering · airesQ

    Shameless plug for my own project, Quake-SRP (the Slop Rust Port). Video: youtube.com Browser(shareware): quake-srp.pages.dev Source: terrapapagalli1516/quake-srp

  2. Hacker News · · on I Love Software Rendering · airesQ

    There's Quake-SRP (the Slop Rust Port), code here: terrapapagalli1516/quake-srp Playable in the browser (shareware version): quake-srp.pages.dev It's a faithful port of Quake's original software renderer. Everything happens on the CPU, which made it easier to match the original exactly. In theory the same could be done on a GPU, but I think it would be harder and messier. The trade-off with software renderer is that it's more code. With GLQuake much of the actual rendering work is handed off to OpenGL itself, i.e. the driver and the GPU. In the software renderer, the engine does all of that in its own code.

  3. 有人用 Rust 把 Quake 重写了一遍,直接在浏览器里就能玩。 最近感觉因为 opus5.5,各种游戏vibe开始火热了啊。 在线地址:quake-srp.pages.dev 开源地址:terrapapagalli1516/quake-srp t.co

    22 views
  4. github.com/terrapapagalli1516/quake-srp/graphs/co… It was indeed human assisted.

  5. X · · @sinshu

    AI が Quake を Rust に移植らしいけど、再現性を担保するためにオリジナル版と移植版の描画結果がピクセル単位で一致することを確認してるらしい。やばすぎる 😨 terrapapagalli1516/quake-srp

    1 like · 11 views
  6. Oh my god, and the author even supplied a "proof"[0] visual diff harness... that it replicates the original game pixel for pixel. Just the cherry on top of great demonstration of our collective new superpower: asking computers to do something we can describe how to do, but would (probably) never take the time to do ourselves. [0] github.com/terrapapagalli1516/quake-srp/tree/main…

  7. That's darn nice. I didn't even have to push the turbo button to be able to run it on my phone. I wholeheartedly bless this slop. Found the repo in the Reddit post: terrapapagalli1516/quake-srp reddit.com

  8. Reddit · · r/quake · u/zasff

    Quake - SRP (Slop Rust Port) Play it here (shareware version): - quake-srp.pages.dev Source code here: - terrapapagalli1516/quake-srp This is a port of the original Quake source code from C to Rust (WinQuake, to be specific, the software renderer); i.e. everything is rendered on the CPU, across multiple cores (for good and bad). Includes several QoL improvements over the original game: torches that flicker (they look so nice omg), smooth animations, high frame rates, widescreen, touch-screen controls. The video is slop as well: I was about to share the game, asked for a video in passing, and the results were jaw-dropping. I got a bit desensitized as we kept iterating, but it's still crazy how good models are with video (and in general) these days. This first release probably contains some bugs: mouse sensitivity might be too low on some machines (adjustable in the options menu); the default brightness is also a bit on the low side in some cases (also adjustable in the options menu).

    59 points · 50 comments
  9. Reddit · · r/aigamedev · u/zasff

    Quake - SRP (Slop Rust Port) Play it here (shareware version): - quake-srp.pages.dev Source code here: - terrapapagalli1516/quake-srp Made by AI with human assistance. This is a port of the original Quake source code from C to Rust (WinQuake, to be specific, the software renderer); i.e. everything is rendered on the CPU, across multiple cores (for good and bad). Includes several QoL improvements over the original game: torches that flicker (they look so nice omg), smooth animations, high frame rates, widescreen, touch-screen controls. The video is slop as well: I was about to share the game, asked for a video in passing, and the results were jaw-dropping. I got a bit desensitized as we kept iterating, but it's still crazy how good models are with video (and in general) these days. This first release probably contains some bugs: mouse sensitivity might be too low on some machines (adjustable in the options menu); the default brightness is also a bit on the low side in some cases (also adjustable in the options menu).

    10 points · 2 comments

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