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alextrevisan/3dfx-glide-game-engine

★ 7 · C · MIT · updated Aug 2020

Just for fun, 3dfx Glide Game Engine (based on Unity Game Engine without the Editor) in C++

A hobby C++ project that reimplements a slice of Unity's component architecture (GameObject, Component, MonoBehaviour, MeshFilter/MeshRenderer) on top of 3dfx's Glide API — the fixed-function graphics API for 1990s Voodoo cards. It's for people curious about retro 3dfx programming or who want to see a minimal from-scratch take on Unity's object model, not for anyone wanting a usable engine.

The GameObject/Component/MonoBehaviour split is a faithful, readable miniature of Unity's architecture — useful if you want to see how that pattern looks stripped down to a few hundred lines of C++. It wraps the real glide3x API (glide3x_dll.cpp, glide3x_dll.h) rather than faking it, so you're looking at actual 3dfx calls, not a modern GL renderer pretending to be Glide. Dependencies are minimal — just SDL for window/input, no engine framework pulled in.

Dead project: one push in 2020, 7 stars, no commits since, no issues or PR activity to gauge if it ever ran correctly. README is a single sentence — no build instructions, no explanation of what subset of Unity's API is actually implemented, no screenshots or demo despite a committed .3df texture/build folder. Needs real 3dfx Voodoo hardware or a Glide wrapper (OpenGlide/zeckensack) to actually execute, so almost nobody can run it as-is. Compiled binaries (libSDL.a, .dll.a, .la) are checked straight into git instead of being a build step, which is a red flag for repo hygiene.

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