ps1-graphics-rust

Creates PS1-era graphics with affine texture mapping and vertex snapping in Rust.

1|Updated Mar 15, 2026
One-click install
npx skills add https://github.com/hafley66/claude-research --skill ps1-graphics-rust
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: ps1-graphics-rust
Source: https://github.com/hafley66/claude-research/tree/main/skills/ps1-graphics-rust
Command: npx skills add https://github.com/hafley66/claude-research --skill ps1-graphics-rust

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Replicates PS1-era rendering aesthetics and hardware constraints within Rust to explore affine texture mapping, vertex snapping, dithering, and limited color depth.

Core Features & Use Cases

  • Affine texture mapping to reproduce PS1 warping
  • Vertex snapping to integer screen coordinates
  • 15-bit color depth with Bayer dithering
  • Software renderer path (euc) and WGSL shader recipes
  • Comprehensive learning resources and historical context

Quick Start

Render a simple PS1-look scene using a small textured quad, affine UVs, and 160x120 snapping, then upscale to a retro 320x240 display.

Frequently Asked Questions about ps1-graphics-rust

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I reproduce PS1 affine texture mapping and vertex snapping in Rust?▼

Reproduce PS1 affine texture mapping in Rust by applying affine UVs and snapping vertices to integer screen coordinates using a software renderer like euc or WGSL shader recipes with wgpu.

What causes the classic PS1 texture warping effect in a software renderer?▼

PS1 texture warping stems from affine texture mapping, where UV coordinates are interpolated linearly per-pixel rather than perspectively corrected, combined with vertex snapping to integer screen coordinates.

Can I achieve PS1 retro 3D graphics using WGSL shaders and wgpu?▼

Yes, you can achieve PS1 retro 3D graphics with wgpu by implementing WGSL shader recipes that model affine texture mapping, vertex snapping, and 15-bit color depth with Bayer dithering.

How do I simulate PS1 limited color depth and dithering in a Rust renderer?▼

Simulate PS1 limited color depth in Rust by reducing output to 15-bit color and applying Bayer dithering, which creates the authentic retro dithered shading pattern seen on original hardware.

Does PS1 retro rendering in Rust require a GPU backend or can it run in software?▼

PS1 retro rendering in Rust supports both paths: a GPU backend using wgpu for hardware acceleration and a pure software renderer path using the euc crate for CPU-based rasterization.

What is the best way to start rendering a PS1-style scene in Rust?▼

Start rendering a PS1-style scene in Rust by drawing a small textured quad with affine UVs at a 160x120 resolution, then upscaling the output to a retro 320x240 display.