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

Posted: Sat May 30, 2026 12:15 pm
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

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

Posted: Thu Jun 18, 2026 6:06 pm
by daniel careon
Torisutan wrote: Sat May 30, 2026 12:15 pm The principle is retail-faithful by default — looks like the original out of the box, with every enhancement strictly opt-in via config
This right here is exactly what we need! :up:

Honestly, I don't mind the AI-assisted "vibe-coding" at all. If it breathes new life into Rayman 2 and gives us better rendering options on modern hardware, that's a massive win for the community. The PC version of Rayman 2 has always been a bit of a headache to get looking perfect without stacking a bunch of wrappers, so a fresh OpenGL 3.3 renderer with native-feeling supersampling and MSAA sounds like a dream.

I'll definitely give this a spin on my end! Just a heads-up regarding your testing pipeline: checking compatibility with Ray2Fix should probably be your next big priority. Almost everyone in the community uses it as the absolute baseline to play the PC version nowadays (since it fixes the controller support and engine-level widescreen). If GliOGLvf can eventually play nice with the Ray2Fix environment, this could genuinely become a new standard drop-in for us.

Thanks for sharing this, and especially for including the source code. Keep up the great work!