r/armagetronad • u/Maleficent-Run1464 • 9d ago
[WIP] Modern renderer update: same online match, original vs new, side by side
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Hi everyone,
a quick update on the modern renderer experiment I posted a while ago.
This time I wanted a fair comparison, so I played a real online match (on The Classic Submarine) and recorded it twice: once with a stock 0.2.9 client spectating me, once with the new renderer. The video alternates between the two, side by side and on their own, and both show exactly the same moments of the same round.
How it works now
Gameplay is still untouched. The original engine (0.2.9.1.1) runs as usual — networking, physics, rules, AI — with a small patch that streams the game state to a Godot 4 front end over a local socket. The front end only draws and handles input; a turn goes from keypress to the engine and back in about 1–2 ms. So it connects to the normal servers, with the normal rules, and the classic client is always there as a fallback.
What's new since the first post
- Trails as energy-glass walls that actually light the floor and nearby bikes, with heat haze, sparks and a shatter effect
- Arena: wet PBR metal floor with reflections and rain ripples, a stadium with stands and light towers, a procedural 3D city around it
- Light cycle: my own design, generated from a Blender script, with a rider; it reflects the city on its paint
- Lens: anamorphic streaks on bright lights, motion blur, HDR with AgX tonemapping
- Camera: I compared my camera with the original one frame by frame on this match and found I had copied the source code defaults instead of the values the game actually ships with (turn speed 4, not 40). Fixed: it now settles after a burst of quick turns instead of chasing each one, like the classic client.
- New HUD and radar, and a completely new sound design
Numbers
On an Intel Arc integrated GPU (Arrow Lake laptop) it runs at around 60–70 fps with the 3D rendered at about half the screen resolution and upscaled (the resolution adapts on its own to hold the frame rate), even in power-saving mode. Most of the frame goes to the floor (metal lighting, reflections, indirect light).
Questions for you
- Does the new side still read clearly when the arena gets busy, or is it too much?
- Anything from the classic client you'd miss (camera modes, HUD info, sounds)?
Still a work in progress and Linux-only for now. Thanks to everyone who built Armagetron: none of this would exist without the engine.
— Pietro


