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.