// INITIALIZING_ENVIRONMENT
GTE Studio
>RETRO 3D EDITOR
A dedicated environment for building low-poly geometry. Because modern rendering pipelines have too many pixels and not enough soul.
// HARDWARE_LIMITATIONS
Architectural Constraints
- [!] Texture Limit: 256x256 pixels
- [!] Color Depth: RGB555 (15-bit) / RGB5A1
- [!] Geometry: ~2048 vertices per object
- [!] World Structure: 3D Tile / Chunk based
Deprecated Concepts
The following features violate the integrity of the PSX aesthetic and have been permanently disabled at the engine level.
// DEVELOPMENT_ROADMAP
TELEMETRY IS ASYNCHRONOUS. STATE UPDATED MANUALLY BETWEEN COMPILATION CYCLES.
Wetware Operator
Primary biological unit responsible for engine maintenance, C++ compilation tolerance, and infrastructure deployment.
- [EXEC]Caffeine to Code Transpilation
- [EXEC]Core Architecture Development
- [----] Sanity Preservation Protocol
Geometry Pipeline
Core mesh manipulation. Strict grid enforcement prevents floating-point inaccuracies from ruining the retro aesthetic.
- [EXEC]Interactive Gizmo
- [----] Create Primitives
- [----] Vertex Manipulation
- [----] Vertex Destruction (Merge, Decimate)
- [----] Extrude Faces
- [----] Bridge Faces
- [----] Extrude Along Path
Texture & Material
Texture application and direct surface editing. Perspective correction is deliberately absent.
- [----] Import / Export Textures
- [----] Crop & Merge Operations
- [----] RGB555 Quantization
- [----] Direct Surface Painting
Kinematics & Animation
Object-level transform animation and structural rigging.
- [----] Transform Keyframes
- [----] Inverse Kinematics (IK)
Data Input / Output
Pipeline bridging to ensure compatibility with modern engines via standard formats.
- [----] GLTF Import / Export
- [----] OBJ Import / Export
Rendering Engine
Core visual output. Emulating 32-bit era hardware limitations through modern rendering APIs.
- [----] Affine Texture Mapping
- [----] Integer Vertex Snapping
- [----] GIF Export Utility
Target Platforms
Native compilation targets. Hardware acceleration via OpenGL.
- [EXEC]Windows x64 (Primary)
- [----] macOS / Linux (Planned)
Mobile Architecture
Developing a 3D gizmo for capacitive touch screens is an inefficient use of engineering resources.
// DEPLOYMENT_STATUS
ZERO MARKETING PAYLOADS. PING DISPATCHED EXCLUSIVELY WHEN THE COMPILER CEASES HOSTILITIES.
// STABLE_BUILD_WAITLIST
ERR_CONNECTION_REFUSED: DATABASE INFRASTRUCTURE CURRENTLY OFFLINE.
The GTE Studio pre-compiled binary is currently stabilizing. Enter your email to receive an automated ping when the executable is ready, allowing you to bypass the C++ compilation pipeline. Zero marketing spam, strictly release triggers.
// VISUAL_TELEMETRY

Alpha build concept: Primitive geometry (cube) output displayed inside the pixel-art framework.

Initial prototype: 3D cube rendered within the legacy pixel-art UI.