• AutoTL;DRB
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    11 year ago

    This is the best summary I could come up with:


    He rewrote the game’s rendering, physics, sound, and generally “everything everywhere.” He documented the project, put his code on GitHub, and has some version of a justification.

    “So let’s just pretend that the leak was intentional, a rewrite of the source falls under fair use and the whole thing is abandonware anyway,” Szablewski writes.

    As he digs into the specifics of his work, Szablewski takes the reader on a tour of PSX dev kits and how they handled Z-levels, how to translate yesterday’s triangles to today’s OpenGL, breaking the 30 FPS cap on a game that explicitly forbade that, and more.

    He takes the code from 40,699 lines to 7,731 and notably loved an excuse to work in C. “I had an absolute blast cleaning up this mess!”

    Szablewski’s Wipeout rewrite can be compiled for Windows, Linux, Mac, and WASM (Web Assembly).

    Szablewski writes that Sony has “demonstrated a lack of interest in the original” Wipeout, so he doesn’t expect to hear much.


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