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February 04, 2026 - @149.04 (what is this?)
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| | |-+  My personal hobby game engine: The Griswell Engine!


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Author Topic: My personal hobby game engine: The Griswell Engine!  (Read 194 times)
GideonWilhelm
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« on: January 27, 2026 @612.69 »



I'm so proud to show this off, despite how early it is.  But it's just so smooth, even locked at 30 FPS!  It's rendered entirely on the CPU, and there's currently a limitation that there can be only one texture per mesh, and I think I'm gonna stick to that for as long as I can.  The mouselook is done by angular momentum, where you basically treat the mouse like a thumbstick, and just count how far the player moves the mouse each frame and apply some really subtle acceleration and deceleration.  I'm so excited that it actually works!  I'm gonna start off with a King's Field sort of game and just kinda keep upgrading it from there.
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oldmurray34
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Tiny ape dukin' it out
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« Reply #1 on: January 28, 2026 @341.81 »

This is awesome! Now you gotta make your version of Doom on it  :dot:

Btw what is the weakest hardware that puppy can run on?
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"The sea remains; the House remains; what else remains, we shall learn in time. I am something new, and in time I will learn what that means..."

"The shapes that loped beside you in the frost,
The scraps you gleaned of caul and periost
Once these were answers to 'What May Be Lost?'"
GideonWilhelm
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« Reply #2 on: January 28, 2026 @623.81 »

I don't know the weakest hardware yet, the project is still pretty young!  But I am shooting for a 64-bit processor as the target.  It seems a good midpoint between luddism and modern hardware, and I do want to experiment with multithreading later on.  Right now I'm learning the hard way why I should've been doing screen edge plane clipping all this time, once I get that squared away I'll focus on more fully implementing the gltf importer and getting ready to create entities.
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GideonWilhelm
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« Reply #3 on: January 30, 2026 @99.41 »

Update: implemented proper frustum culling and added depth fog and I gotta say, it's pretty gorgeous so far!  (I might be procrastinating on setting up a texture bank so objects can look different lol)  It took a bit to realize that anything relying on actual distance from the camera needs to have those distances set up in view space, before projection, because the depth buffer is non-linear (floating point numbers are more densely packed near zero than one)

overall, I like it, I think it has character


* distancefog.png (219.65 kB, 481x300 - viewed 3 times.)
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