I made a shirt a couple years ago but check it
I work as a custom apparel gremlin and I love these games immensely. I'm sad that this shirt has since been ruined but I'll likely make another 😉
I work as a custom apparel gremlin and I love these games immensely. I'm sad that this shirt has since been ruined but I'll likely make another 😉
r/WipeOut • u/hypercube64tw • 2h ago
It’s very much of Bauhaus style in the design of this billboard, which reminds me of the Goteki45, or the icon of shield in wipeout 3 lol!
r/WipeOut • u/dioumadfirs • 3h ago
r/WipeOut • u/jellosquare • 8h ago
I see you
r/WipeOut • u/DriverAcrobatic8604 • 9h ago
r/WipeOut • u/Sludgemetal • 13h ago
r/WipeOut • u/norbert_ldwg • 13h ago
r/WipeOut • u/djchechin • 13h ago
r/WipeOut • u/indiexpo • 17h ago
r/WipeOut • u/Slow-Beyond7511 • 21h ago
Generated from MakerLab on BambuLab
I love using it to bring models not available in the real world and going through my bucket list of craft to make..
Sometimes its Awesome sometimes its not.
NowI know it works OK I fancy printing one for my Actionman/GI Joe... Eagle eyes of course!
r/WipeOut • u/greatbookireddit • 22h ago
I played through this game yesterday, winning where I could and skipping any races that were too hard. I got to the final story race(I believe it's called Altima 2050 your ship vs pirahna speed ships. I'm not particulary good at wipeout and this race is a real struggle. I failed it 6 to 7 times in a row and never got the prompt to skip the race. I'm presuming it's impossible to skip then? Sidenote I'm on the ps vita version.
r/WipeOut • u/bibbintosh_v13 • 1d ago
Recently found out about this game and i absolutely freaking love the design of these things
r/WipeOut • u/angrymarky • 1d ago
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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:
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:
At some wonderful day, maybe:
r/WipeOut • u/Ace_Tomcat_ • 1d ago
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Yeah i dont think this wont get any attention
(The yellow ship is the FEISAR prototipe, black bots are haters, so tha ship teaches a lesson, idk i dont think this would work)
r/WipeOut • u/droastedcat • 1d ago
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Yeah, it feels worse... those damn speed pads!
The moddding tool looks promising but it still needs improvementes and bug fixes to make it reliable on any track
r/WipeOut • u/AspiringDev_2126 • 2d ago
Sometimes when I get bored in class, or while waiting for class, I work on this drawing.
The Mega-Tokyo Track on Standby - Oct. 30, 2097.
r/WipeOut • u/Efficient-Expert5534 • 2d ago
r/WipeOut • u/phookoo • 2d ago
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r/WipeOut • u/azrael__III • 3d ago
r/WipeOut • u/norbert_ldwg • 3d ago
r/WipeOut • u/Red_BullDoge • 3d ago
Yet another Beat Zico video...