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Mental Vertex

@mentalvertex.bsky.social
44 followers 279 following 14 posts

🎮 Indie gamedev/programmer 🕹️ Currently focused on retro 3D games using custom engines, using #rustlang and software rendering Working on Omega Transmission 🔗 store.steampowered.com/app/5277420/… 🔗 totenarctanz.itch.io

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Mental Vertex @mentalvertex.bsky.social · 24/09/2026
Animation of rendering a single frame pixel by pixel Wishlist Omega Transmission on Steam store.steampowered.com/app/5277420/... #gamedev #indiedev #rustlang
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Mental Vertex @mentalvertex.bsky.social · 23/09/2026
The dystopian metropolis now has a name and a trailer: Omega Transmission. Wishlist on Steam store.steampowered.com/app/5277420/... #gamedev #indiedev #rustlang
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Mental Vertex @mentalvertex.bsky.social · 28/07/2026
An electrical storm hit the megalopolis #gamedev #indiedev #rustlang
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Mental Vertex @mentalvertex.bsky.social · 16/07/2026
The city becomes more lively with some flying car traffic. I also added some mecha type world space HUD (using render-to-texture) and grappling physics. #gamedev #indiedev #rustlang
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Mental Vertex @mentalvertex.bsky.social · 06/07/2026
A bit more than 9 years ago I made this stealth-puzzle game using Phaser.js, as a result of experimenting with 2D visibility/lighting algorithms. It has 24 levels and it's very, very hard. Try here: totenarctanz.itch.io/infiltrator #gamedev #indiedev
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Mental Vertex @mentalvertex.bsky.social · 17/06/2026
A first from-scratch implementation of an FPS controller. Based on rigid bodies, forces and friction. Sliding also works as expected. Broad-phase collision detection for now is O(n) bounding sphere distance rejection. Narrow-phase is sphere-triangles tests. #gamedev #indiedev #rustlang
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Mental Vertex @mentalvertex.bsky.social · 19/04/2026
Testing hybrid hw/sw rendering: CPU-only until rasterization. Then use GL1.X to rasterize (slowest part). Barely touches GL so it runs on ancient and even GLES platforms. Goal: max combo of performance and fw/bw compat. This is my main screen with replaced drawtriangle() calls #gamedev #retrogamedev
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Mental Vertex @mentalvertex.bsky.social · 11/01/2026
Playing around with this idea about a dystopian metropolis setting. Rendered in interlaced 320x180 with my own framework written in Rust, using custom software rendering. #rustlang #gamedev #indiedev
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Mental Vertex @mentalvertex.bsky.social · 29/10/2025
Got my hands on a Steam Deck, and getting a playable build on it was surprisingly easy. Copy it in Desktop mode, add it to Steam as a non-Steam game, make it use the Steam runtime (for SDL), and map the controls using layouts. And it's fast: 500-600fps uncapped (CPU rasterizer). #gamedev #indiedev
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Mental Vertex @mentalvertex.bsky.social · 28/09/2025
Was able to build A Scavenging Trip for Windows XP 32-bit using rust9x by @seritools.bsky.social with 0 issues. Didn't even need to follow all the instructions, just changed a couple of paths and it straight worked. The minimal dependencies probably helped. #rustlang #gamedev #retrogamedev #indiedev
A Scavenging Trip running inside a 32bit Windows XP virtual machine
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Mental Vertex @mentalvertex.bsky.social · 27/09/2025
A Scavenging Trip: a short and challenging early 90s-style 3D simulation game set in space. Written in #rustlang and using a custom software rasterizer/renderer. totenarctanz.itch.io/a-scavenging-trip
totenarctanz.itch.io
A Scavenging Trip by TotenArctanz
A short simulation adventure about scavenging an unknown planet
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