Welcome to the Project LUNGE about page.
Project LUNGE is a development project started by Ratthias Ratt.
Originally started as a time-sink with no intention of fleshing anything out, Project LUNGE was going to be left to die after I was satisfied with it [or more likely bored of it.]
Inspired by my previous work [such as a custom renderer for Minecraft Java on the Oculus Quest, or my short lived PSX rendering engine] I decided to make a 3D game engine using C++ and OpenGL to leverage performance, compatability, and capability. This was going to be a very simple 2 day ordeal to freshen up after a couple months where I did not do anything major in programming. While working on it, I would be captivated by the project. Suddenly, throwing away hours of work felt like a loss I didn't want to take. And now I think its going somewhere.
The LUNGE is intentionally quite barebones. Missing basic things like texture mapping or a proper model parser, The LUNGE is built around providing exactly what I need at any given moment and little more to speak of. By all means the engine is unintuitive, obtuse, and pretty poor for general use applications.
What The LUNGE lacks in general features, it makes up for in specialty features. Cell based world "chunks" drive every 3D enviornment, with cells being preloaded into memory actively during runtime to allow for rapid changing of scenes. Cells are traversed through portals, specialized viewport frames that show a live preview of the cell they contain. Portals are all standalone and do not need an exit portal to function, as they work off of a destination coordinate system that can parse the local coordinates of cells on load. Cells are all localized, and by technicality the engine all takes place within a small set space around world origin, where the wanderer goes through translations of local position, gravity, and rotation.
Predictably, I am currently working on a 'game' titled Project LUNGE.
Project LUNGE is a semi-linear exploration art piece, currently acting less as a game and more as a museum walking simulator. Borrowing inspiration from other great works like Yume Nikki, the Portal games, and TempleOS [referenced for this site design] to create a digital dreamscape. Future itterations may contain mild puzzle mechanics, a few of which are already being worked on and tested.
The player will act as the Wanderer, an agent within the LUNGE Unified Network of Generated Enviornments.
# COMMAND LINE BOOTSTRAP: # > Grab latest archive $ wget w.LUNGE.per $ mount ./LUNGE.ISO