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.claude renderang v0.1: PS1/N64/Saturn retro renderer — vertex snap, affine warp, low-res framebuffer, color crush + Bayer dither, animated GLTF demo actor 2026-08-30 10:13:15 +10:00
assets downtown demo scene: paid Downtown City MegaKit block (texture-crushed to 512), kerbside quaternius vehicles, dusk fog lighting 2026-08-30 11:34:44 +10:00
blockbench ?model= param, witch demo asset, Blockbench plugin: PS1 viewport toggle + one-click Open in renderang 2026-08-30 11:29:09 +10:00
src downtown demo scene: paid Downtown City MegaKit block (texture-crushed to 512), kerbside quaternius vehicles, dusk fog lighting 2026-08-30 11:34:44 +10:00
vendor renderang v0.1: PS1/N64/Saturn retro renderer — vertex snap, affine warp, low-res framebuffer, color crush + Bayer dither, animated GLTF demo actor 2026-08-30 10:13:15 +10:00
index.html renderang v0.1: PS1/N64/Saturn retro renderer — vertex snap, affine warp, low-res framebuffer, color crush + Bayer dither, animated GLTF demo actor 2026-08-30 10:13:15 +10:00
README.md renderang v0.1: PS1/N64/Saturn retro renderer — vertex snap, affine warp, low-res framebuffer, color crush + Bayer dither, animated GLTF demo actor 2026-08-30 10:13:15 +10:00

renderang

A retro console renderer for the GODVERSE — PS1 / Saturn / N64 looks over three.js.

  • Vertex snapping (quantized NDC = the PS1 wobble), affine texture warp, low-res internal framebuffer with integer nearest upscale, 15-bit color crush, 4x4 Bayer dither, scanlines, fog. All live-tweakable.
  • Works on stock three.js materials via onBeforeCompile, so skinned/animated GLTF characters work untouched — demo actor is a quaternius modular man (CC0) with his 24 embedded clips.
  • No build step: importmap + vendored three (r170). Serve the dir and go: python3 -m http.server 8930

files

  • src/retro.js — material patcher (patchRetroMaterial, retrofyObject) + RetroScreen post pipeline
  • src/main.js — demo scene, mode presets (PS1/N64/SATURN/OFF), UI wiring
  • assets/suit.glb — demo actor (quaternius, CC0)

next ideas

  • level loader (bring in cosmos/kitbash exports)
  • CRT curvature + phosphor mask pass
  • MRPGI / web-game integration as a drop-in renderer