Making Graphics Like it's 1993(staniks.github.io)
864 points by sklopec 2 days ago | 147 comments
tl;dr: A solo developer is building Catlantean 3D, a from-scratch 1993-style FPS using a 320x240 resolution, 256-color palette, and hand-written software rasterizer/sound mixer, targeting a Steam release in Q1 2027. The post details asset creation techniques: palette/colormap-based lighting with Oklab perceptual distance, Blender-rendered sprites quantized via Python, hand-drawn HUD work in Affinity/Aseprite, and procedurally generated textures, gib animations (Voronoi decomposition + physics), and particle effects. The dev also built a custom wxPython map editor to ship with the game, and plans to open-source the code while selling the data archive for $5-8.
HN Discussion:
  • Sharing personal nostalgia and complementary 90s graphics techniques like lightmaps and palette animation
  • Clarifying technical lineage, noting the engine resembles Wolfenstein 3D more than Doom
  • Admiration for the developer's combined engineering and artistic skill, especially custom tooling
  • Appreciation for how self-imposed constraints drive creativity and personal aesthetic
  • Contrasting the simplicity of old palette-based rendering with the complexity of modern graphics