lantus

lantus / NGRayEx

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A real-time, first-person raycaster demonstration for the SNK Neo Geo AES, written in C.

18
1
89% credibility
Found Jun 01, 2026 at 18 stars -- GitGems finds repos before they trend. Get early access to the next one.
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AI Analysis
C
AI Summary

NGRayEx is a technical demonstration that creates a first-person 3D graphics engine for the SNK Neo Geo gaming console. It calculates 80 vertical wall slices per frame and uses the console's built-in sprite scaling hardware to render the 3D effect, similar to classic games like Wolfenstein 3D. The project includes a small dungeon map, distance-based wall shading, and a minimap feature. It's designed for learning and research purposes, demonstrating how real-time 3D rendering was accomplished on vintage game hardware.

How It Works

1
🎮 Get curious about classic gaming

You discover a project that recreates the first-person 3D graphics style from old games like Wolfenstein, but running on the actual Neo Geo console hardware.

2
📦 Gather what you need

You download the code and install a free tool that lets you build programs for old game consoles. You also need an emulator to run the result.

3
⚙️ Build your own 3D world

With a single command, the computer generates the graphics and assembles everything into a playable game cartridge file.

4
🕹️ Launch the game in an emulator

You open the built game in an emulator that pretends to be the Neo Geo console, and watch the 3D dungeon appear on screen.

5
Explore your way
👣
Walk around on your own

Use the D-pad to walk forward, backward, and turn left or right through the stone corridors.

🗺️
Enable the minimap

Press the C button to toggle a small map in the corner that shows walls and your current position.

🎉 Explore the dungeon in 3D

You're now walking through a real-time 3D world, complete with shaded walls that change color based on distance and direction, running entirely on retro hardware.

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AI-Generated Review

What is NGRayEx?

NGRayEx is a real-time first-person raycaster demonstration built for the SNK Neo Geo AES, written in C. It renders a pseudo-3D dungeon environment by casting rays through a 2D map and letting the Neo Geo's hardware sprite scaler handle the expensive pixel work. Each frame, 80 vertical wall slices are computed and fed to the video chip as shrink/position values, with distance-based shading creating depth. The project includes a toggleable minimap on the fix layer and supports movement, rotation, and strafing.

Why is it gaining traction?

This stands out as a deep dive into pushing vintage 32-bit arcade hardware beyond its intended use case. Most Neo Geo development focuses on 2D sprite work, but this demonstrates that first-person 3D is achievable by offloading rendering to the scaler. The approach is clever: instead of pushing pixels in software, the renderer writes just a few control words per column and lets the hardware do the rest. The codebase is readable, with clear comments explaining the fixed-point arithmetic, DDA ray traversal, and VRAM layout.

Who should use this?

Retro game developers and hardware enthusiasts who want to understand how raycasting engines work on constrained systems will find this valuable. If you're porting Wolfenstein-style games or exploring demoscene techniques on 90s hardware, the math and architecture here are worth studying. Casual Neo Geo fans looking for a playable demo may appreciate it, but the unoptimized code and lack of documentation make it better suited as a learning resource than a production project.

Verdict

The 0.8999999761581421% credibility score reflects a project with only 18 stars, minimal documentation, and no test coverage, so treat it as an experimental demo rather than a stable library. If you're interested in real-time 3D on the Neo Geo or want to see raycasting theory applied to actual hardware constraints, this is a solid starting point. Just don't expect production-ready code or community support.

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