A downloadable plugin for Windows

Buy Now$29.99 USD or more

Trailer/Tutorial

Step into the nostalgia of the 90s gaming era with Retro Rendering, your ultimate function library designed to effortlessly render meshes in a classic, old-school style. Perfect for developers seeking to recreate the iconic look and feel of retro inventory systems and UI. Includes an example of 3D inventory rendering (right-click the editor utility widget to run it).

This plugin is not a replacement for Retro Graphics
This pack is also available on the Marketplace

Technical Details

Features:

  • Per-triangle depth sorting (no depth buffer)
  • Custom sort priority
  • Affine texture mapping
  • Alpha blending
  • Vertex snapping
  • Per-vertex directional lighting
  • Dithering
  • Near clip effect
  • Frustum culling
  • Backface culling (optionally render as two-sided)
  • Works with static and skeletal* meshes

    *Skeletal mesh animations are not supported. This plugin isn't intended to be used with high-poly meshes.
    For questions and support, please join the discord server

Purchase

Buy Now$29.99 USD or more

In order to download this plugin you must purchase it at or above the minimum price of $29.99 USD. You will get access to the following files:

Retro Rendering UE 5.1 14 MB
Retro Rendering UE 5.2 14 MB
Retro Rendering UE 5.3 9.9 MB
Retro Rendering UE 5.4 15 MB
Retro Rendering UE 5.5 18 MB

Download demo

Download
Demo 177 MB

Comments

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(1 edit)

I was in the process of creating my own "retro" system with 5.3 but if I can save time and have a tested solution, I'm definitely taking a little shortcut :)
Just for clarity's sake: this is not intended to be used as "game engine" right? It's most for displaying single meshes (so, not a world) if I got it right.
How does this compare to your PSX engine?
I wouldn't mind a middle-ground solution able to merge retro aesthetics with modern features (volumetric shadows, GI via lumen).
Have you considered implementing per-texel lighting and multiple light support? 

(+1)

You're right. This plugin is designed to render a few meshes and not a game world. Although, you probably could render a small scene too.


Visually it's pretty much the same as PSXFX except for a few differences like an improved depth error effect due to a lack of depth buffer and custom sort priority.

It already supports multiple per-vertex directional lights. I might add point lights in the future.

I see, thanks for your reply. I was probably asking for something out of scope for a PSX-like engine - per-texel lighting is far from common!
https://gamedev.stackexchange.com/questions/125437/per-texel-lighting-not-per-ve...
I'd have another question but I'm going to make it on the correct page (the PS1 engine: are the material graphs available for us to be customized? I'm assuming you're using a master material?).

When I watched the demo I couldn't but notice the Red Cross usage: maybe not you, but someone using that model could get into a few issues - I speak for personal experience :P
Geneva Conventions

It's an easy oversight but the red cross is veeery easy to trigger (Even Quake had to replace that symbol).