Dev tools · September 17, 2025
A PSX/DOS style 3D game written in Rust with a custom software renderer
So, after years of abandoning Rust after the hello world stage, I finally decided to do something substantial. It started with simple line rendering, but I liked how it was progressing so I figured I could make a reasonably complete PSX style renderer and a game with it. My only dependency is SDL2; I treat it as my "platform", so it handles windowing, input and audio. This means my Cargo.toml is as simple as: [dependencies.sdl2] version = "0.35" default-features = false features = ["mixer"] this pulls around 6-7 other dependencies. I am doing actual true color 3D rendering (with Z buffer,…
A PSX/DOS style 3D game written in Rust with a custom software renderer launched on September 17, 2025 with 57 votes, #416 of 8,160 launches that month and more than 90% of that year's launches. The site was still online in September 2026, 1 year on.
In plain words
This is a 3D game built in Rust with a custom software renderer designed to replicate PSX and DOS-era aesthetics. It features true color 3D rendering with Z-buffering, lighting, and triangle rasterization at 320x180 resolution, scaled to display via SDL2. The project uses only SDL2 as a dependency for windowing, input, and audio, keeping the codebase lightweight and self-contained. It targets developers and retro gaming enthusiasts interested in understanding graphics programming and low-level rendering techniques.
written from the facts on this page · September 2026
From the sources
A short simulation adventure about scavenging an unknown planet
A Scavenging Trip is a short and challenging 90s/PSX style simulation game where you are tasked with visiting an unknown planet, collect samples from its surface and leave in time. There are 3 missions with 3 difficulty levels each. A perfect speedrun through all difficulties should take around 10-15 minutes. A first playthrough might take 1-2 hours, especially because of the hardest difficulty. There is not a Save feature, as all missions are unlocked and there is not any kind of progression whatsoever (although the order of the missions puts them into context). The game uses minimal controls, which are rebindable through the Controls menu. Default scheme is WASDQE. Gamepads are currently…from totenarctanz.itch.io
In the maker’s words, at launch
So, after years of abandoning Rust after the hello world stage, I finally decided to do something substantial. It started with simple line rendering, but I liked how it was progressing so I figured I could make a reasonably complete PSX style renderer and a game with it. My only dependency is SDL2; I treat it as my…
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