RetroEngine (WIP Engine for retro games )

Always Somewhere

I Came from the Time Machine...
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Ο Alexander Rybak (Technical Artist/Developer) είναι ο δημιουργός του project της old school game engine "RetroEngine" η οποία είναι ακόμα υπό ανάπτυξη αλλα φιλοδοξεί να αναβιώσει την αισθητική των παιχνιδιών στις παλιές CRT οθόνες. Η RetroEngine σχεδιάζεται για να δημιουργεί old-school παιχνίδια και ο Rybak ως πεπειραμένος VFX Creator χρησιμοποιεί πολύ προηγμένες μεθόδους με data-driven tools και εξειδικευμένα shaders ώστε να επιτευχθούν στο 100% τα ρετρό αυθεντικά οπτικά εφέ.


The Idea


RetroEngine started from my love of CRTs and how they made games look and feel alive.
In September of 2025 I got my hands on an old CRT from the late 90s, and started playing Sega Genesis and Super Nintendo consoles on it. I was blown away by the difference in output between that and previously playing those consoles on an LCD.

This lead to a deep-dive on how CRTs actually worked, studying their complex rendering pipeline. I brainstormed ideas on how to turn this into something real and on October 31st, 2025, RetroEngine was born
I didn’t want to just make a post-process filter, I wanted to actually simulate how a CRT works, from beam movement to phosphor glow to glass diffusion.

It’s a personal project that lets me dig into rendering, learn more about C++, and understand what really goes on inside a graphics pipeline. Every part of it is a chance to learn something new and bring back a piece of that analog magic.





"RetroEngine is my passion project to recreate the look, feel, and physics of real CRT displays
(beam scanning, phosphor glow, and analog life) entirely from scratch in DirectX 12.
This isn’t a post-process filter; it’s a study of how light itself behaved on glass."





The long-term goal is to turn RetroEngine into a small, lightweight engine that other developers can use to make retro-style games. It won’t have the feature set of the big engines; that’s not the point.

I want something more intuitive, smaller in scope, and easier to build with, focused entirely on that retro feel and visual authenticity.





"Rebuilding the Soul of CRTs"




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Πατώντας πάνω στο τίτλο κάθε Dev Log έχει αναλυτική περιγραφή στο πως δημιουργεί την RetroEngine


Alexander Rybak X/twitter page


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Τελευταία επεξεργασία:
Πολύ εντυπωσιακό, μια σύγχρονη engine που προσπαθεί να φέρει retro αισθητική σε real-time rendering. Αξίζει να δείτε το Dev Log κάνοντας κλικ στους τίτλους. Από ότι καταλαβαίνω: C++ - DirectX 12 - ImGui - JSON - custom CRT renderer, είναι too advanced λέμε το project!
 
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