> ControllerArts

// 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.

Read the Changelog// survival_records.log
View Source CodeERR: compiler_is_weeping

// 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.

Boolean Operations4K TexturesSub-pixel PrecisionAnti-AliasingMobile UI (Touch)

// DEVELOPMENT_ROADMAP

[WARN]

TELEMETRY IS ASYNCHRONOUS. STATE UPDATED MANUALLY BETWEEN COMPILATION CYCLES.

Wetware Operator icon
SYS.ONLINE

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 icon
COMPILING

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 icon
PENDING

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 icon
PENDING

Kinematics & Animation

Object-level transform animation and structural rigging.

  • [----] Transform Keyframes
  • [----] Inverse Kinematics (IK)
Data Input / Output icon
PENDING

Data Input / Output

Pipeline bridging to ensure compatibility with modern engines via standard formats.

  • [----] GLTF Import / Export
  • [----] OBJ Import / Export
Rendering Engine icon
PENDING

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 icon
COMPILING

Target Platforms

Native compilation targets. Hardware acceleration via OpenGL.

  • [EXEC]Windows x64 (Primary)
  • [----] macOS / Linux (Planned)
Mobile Architecture icon
OUT_OF_SCOPE

Mobile Architecture

Developing a 3D gizmo for capacitive touch screens is an inefficient use of engineering resources.

// DEPLOYMENT_STATUS

[WARN]

ZERO MARKETING PAYLOADS. PING DISPATCHED EXCLUSIVELY WHEN THE COMPILER CEASES HOSTILITIES.

// STABLE_BUILD_WAITLIST

[ERR]

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.
Status: v0.1.0-alpha

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

Initial prototype: 3D cube rendered within the legacy pixel-art UI.
Status: v0.0.1-concept

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