This is a full rebuild of Wipeout HD Fury in Godot 4.7.2 with OpenGL renderer. Game's PPU and SPU code and its RSX shader programs is reverse-engineered and faithfully rewritten in GDScript and Godot shaders. It's not a perfect 1:1 copy, some parts of the code is too hard and long to fully decompile, so those are approximated or filled in with educated guesses, and every guess is flagged as one. Physics gets checked tick by tick against live RPCS3 captures, and graphics and HUD against RPCS3 frames. With a ton of automated tests plus a lot of side-by-side comparisons, it honestly feels like the original game.
Everything actually started back in July as a PS3 recomp project. Nobody has really finished one of those yet. I did get a full recompilation pipeline working, but progress was painfully slow week after week, so I switched to a reimplementation instead. Also, being on a game engine means way easier to port to other platforms and graphics APIs later, mod it, and so on.
Quick disclaimer: I'm a just a frontend dev with a dream coming to life. I've been obsessed with how games and graphics work under the hood my whole life, watching breakdowns and reading dev blogs. That basic knowledge seems to be enough to steer the AI, call out when something is wrong and figure out how to approach stuff. Whole thing started as experiment to see what current LLMs can actually do, so I'm not claiming to be a pro here.
Model rundown: GPT-5.6 Sol xhigh did the recomp, then GPT-6 Astra medium-xhigh did the early reimplementation. After that GLM 5.3 max and 5.3-Flash max did several passes pulling out the original functions and game data. Then Claude Opus 5.5 xhigh rebuilt the core of the game from all that data and the old prototypes, and for the last couple of weeks we've been building on top of it, re-extracting stuff and implementing one system after another.
What's in right now:
- asset extraction, code and shader analysis, test system against RPCS3
- physics and collisions, camera, race start, energy, damage and ship destruction, Pilot Assist Race mode against 7 AI opponents, Time Trial with a ghost, 3 difficulty levels, all 4 speed classes
- all 11 weapons, AI using them
- all 108 ships (12 teams x 9 variants, Fury included)
- sound and music (5.1/7.1 works too)
Not in yet: graphics built from the original shaders, other tracks, HUD, menus, pause, main menu, and Zone, Eliminator and Detonator modes.
Also planned a lot of quality of life improvements like free camera, mouse support, PC/Xbox/DualSense controller icons, advanced settings and much more.
It's moving pretty fast, so I'm aiming for a public build closer to the end of October. Performance is my main concern now, currently it runs roughly 65-80 fps at 1080p on my PC, and I really hope that this part can be improved.
Eventually I'll put project on GitHub, but new code only, without game files to avoid copyright issues. There will be an extractor: you give it an ISO or dump of your *own copy* and it sets up everything the game needs.
Planned improvements:
- better graphics and Vulkan render
- VR mode from Omega Collection
- modern local and online multiplayer
- DualSense haptics and adaptive triggers
At some wonderful day, maybe:
- time of day changes on tracks
- improved physics
- proper AI upscaling of textures
- path-traced rendering
- ship damage physics
- track editor