Vangers is a unique 1998 gem that excel in both story telling and technology. The game has been re-released on Steam and GoG recently and is available to play, yet it feels severely outdated to a modern player.
Vange-rs project is an attempt to re-implement the game by using the original resources with modern technology, such as:
This blog tells the story of this adventure. There is a few videos on PeerTube to watch. Finally, check out Rusty Vangers on Itch.io!
Latest Posts
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Voxel Tracing
About a year ago we described a method of “true” 3D rendering, called Bar Painting. A number of clever optimizations followed, but the nature of the method remained to...
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WGSL
One of the most requested features for vange-rs was to have binary releases. It turned out that glsl-to-spirv that we used was completely unportable. It expected to be present on...
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Bar Painting
Historically, Vangers terrain was rendered with a skewed top-down view:
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Hybrid Shadows
Shadows are an important aspect of immersive visualizations. They bind things together, showing that the whole simulation adheres to the same physics of light.
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GPU Collisions
In the Collision Model we mentioned that the collision shapes are rasterized (in the original game) in order to evaluatate the terrain collisions. But how are we going to...
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Collision Model
Every object in the original game behaved naturally as a part of the world: it would bounce around when hit, affected by nearby forces, and interacted with the terrain. In...
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Data Formats
The original game features vast levels that were destructible and “live”: there was often something moving underground, gates opening and closing, seasons changing, making the world feel very natural. But...