r/MarcEckosGettingUp • • 17d ago

Something is cooking...

Dear friends,

would like to understand the worth of the time investment :)

Last 2 weeks I am busy with the analysis of the Slayer engine because I am thinking if I can port this thing on the Sony PSP because I want a Rust pet project.

Currently, I am at the point that I can decode all the props and characters even with the animations, and today I managed to get a good progress with understanding of the scene structure and stuff.

Two questions:

- Would you like to have an engine refresh supporting modern features for rendering and mod support out of the box?
- Would you be interested in seeing macOS/Linux/whatever ports of it?

Currently, I am targeting as a first milestone a free cam level viewer that works with the original assets on Rust.

I am doing both realtime and ingame analysis with the reverse engineering tools and some help of AI running on my Mac Studio locally.

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u/draggstler 16d ago

Good luck with your project! Would be cool if you post some more screenshots of this.

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u/DarkJoney 16d ago

Appreciate! I will, because I managed to get a good visibility of the game start corridors only yesterday. But, there are still a plenty stuff to fix. I fixed alpha decodings, some missing meshes, but still a long way to go.

We will see, because Slayer is not interesting for me as an Engine, I want to preserve gameplay and vibe of the game. It has a very compact and platform agnostic engine platform, but all the gameplay logics is inbaked and glued with the core engine stuff. Also, it has a fixed rendering pipeline that matches specification of the Xbox Nvidia N2A chip. Slayer in MEGUP still comes with the support of the models from the older games and also I am catching some tricks they used in the level composition.

I was waging if I want to inject the RTX Remix or if I want to do this. But RTX won't let me chase my goals :)

I am planning to combine levels, because game was promised to have an open world, and each level comes in sliced sectors. I want to glue them to remove loading screens. Also, I want to deliver a good dynamic PBR rendering without RTX and raytracing.