[WIP] GliOGLvf — a vibe-coded OpenGL 3.3 replacement for Rayman 2

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Torisutan
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[WIP] GliOGLvf — a vibe-coded OpenGL 3.3 replacement for Rayman 2

Post by Torisutan »

Moin,
I've (let an entity) built a drop-in additionfor the stock Glidx6/glide driver — a fresh OpenGL 3.3 core renderer I'm calling GliOGLvf. It's selectable straight from gxsetup.exe. But an .ini is supplied with it pre-selected
Up front, because I know it's a sore point for some people: this is vibe-coded. A lot of it came from driving an AI agent rather than hand-typing every line. I'm not going to pretend otherwise. Rayman 2 is the game of my childhood, and I mostly wanted a real problem to sharpen my AI-assisted workflow skills on — a fixed-function driver reimplemented on modern GL is a great testbed because the output is immediately verifiable against the real game. The architecture and the hard calls are mine, if that means anything. I'm no real programmer, I just took some University classes but my job-title is "Cloud Engineer".
The principle is retail-faithful by default — looks like the original out of the box, with every enhancement strictly opt-in via config: anisotropic filtering, MSAA, supersampling, and a post pass (FXAA, sharpen, gamma). All clamped to GPU limits.
Current state, and what it does not do:

Playtested so far with no visible errors.
No widescreen — that lives in the engine inside the exe, not the renderer, so it's out of scope.
Untested with Ray2Fix and similar patches — assume nothing about compatibility yet.

The .zip contains dll, ini and the source.

WIP, more proof of concept than finished tool. Feedback welcome
Attachments
Rayman 2.zip
(643.85 KiB) Downloaded 4 times
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