Original Post

Hey all!

I would like to make this my entry for homebrew of the year 2009. It’s the port of the 3D engine Yeti3D that I’ve had in the works for a long time now. I finally decided it is time for a release!

It’s kind of stripped down, and only displays the level in one eye (heh :P) but I got it to be pretty fast and fluent, especially down the narrow hallways. (plus I’d like to beat M.K. at releasing a raycaster ;)) I’ll probably work some more on it this year to make it stereoscopic and stuff. Have fun! (at least it’s cooler than insmouse no yakata)

Oh yeah, you must play this on hardware, since it looks like crap in Reality Boy.


Walk around with D-pad, jump with B, look up/down with L/R. The doom gun is just for show πŸ˜‰

  • This topic was modified 13 years, 9 months ago by DanB.
  • This topic was modified 13 years, 9 months ago by DanB.
  • This topic was modified 13 years, 9 months ago by DanB.
26 Replies

No enemies, you can just walk around.

Do you work on a full version?

Not at the moment, but I’m working on something else (equally cool), for the coding competition πŸ˜‰

A fps?

Very cool! When can we expect to see Descent? πŸ˜›

I have a suggestion: If you’re going to render the hand (which I think kind of gets in the way anyway) then maybe it should be on a lower numbered world? It tends to go behind the walls (as seen below.)

But don’t take that as griping, it’s incredible that you did this!


I am aware of that. The problem with drawing directly to the framebuffers (that’s how the walls are drawn), is that ANY world goes behind what you draw.

It’s not possible to draw stuff behind the worlds, so the only solution would be to not use any worlds and manually draw the hand as well…


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