u/MaximusDunton

Image 1 — Reimagining the 1986 C64 game “Mafia” as a modern anime cyberpunk sandbox world. Does this vibe fit the original game?
Image 2 — Reimagining the 1986 C64 game “Mafia” as a modern anime cyberpunk sandbox world. Does this vibe fit the original game?
Image 3 — Reimagining the 1986 C64 game “Mafia” as a modern anime cyberpunk sandbox world. Does this vibe fit the original game?
Image 4 — Reimagining the 1986 C64 game “Mafia” as a modern anime cyberpunk sandbox world. Does this vibe fit the original game?
Image 5 — Reimagining the 1986 C64 game “Mafia” as a modern anime cyberpunk sandbox world. Does this vibe fit the original game?
Image 6 — Reimagining the 1986 C64 game “Mafia” as a modern anime cyberpunk sandbox world. Does this vibe fit the original game?

Reimagining the 1986 C64 game “Mafia” as a modern anime cyberpunk sandbox world. Does this vibe fit the original game?

I’ve been experimenting with reimagining the old 1986 Commodore 64 game “Mafia” into a modern stylized cyberpunk anime sandbox world while preserving the original gameplay structure and city layout.

The original game was surprisingly ambitious for its time. It had districts, subway and train travel, casinos, robberies, bribery, gang hiring, and open ended progression. I always loved the sandbox feeling of it because the city itself felt like a living system you could freely interact with.

Instead of going for dark Blade Runner style cyberpunk, I tried a more colorful and readable “playable city” direction inspired by modern anime urban games. The focus was on strong district identity, atmospheric city life, clean visual readability, stylized futuristic urbanism, and a more social open world vibe instead of grimdark noir.

I attached the original C64 images together with several reinterpretations using a consistent visual style system.

I’d honestly love feedback specifically about the vibe and direction. Does this feel like a good modern evolution of the original Mafia atmosphere, or does it drift too far away from the original sandbox feeling?

u/MaximusDunton — 7 hours ago

Architectural tradeoffs for a realtime terminal-native runtime

I’ve been experimenting with a terminal-native realtime runtime/environment called ORBIS focused on Unicode rendering, atmospheric effects, sparse compositing and multimedia experimentation inside modern terminals.

The current architecture combines Unicode halfblock rendering with Kitty graphics protocol rendering and sparse overlay compositing for realtime animated effects. The idea originally started more as terminal graphics experimentation, but over time it slowly evolved into something closer to a portable retro-style multimedia environment.

One of the main architectural goals was portability.

The current runtime is based on MY-BASIC together with Cosmopolitan libc which allows distributing a single executable that runs across multiple systems without recompilation. Philosophically I really like this approach because it reminds me a bit of older computing environments where the runtime itself was the platform.

But once realtime multimedia, asynchronous behavior and audio integration entered the picture, some tradeoffs became much more visible.

I experimented with integrating miniaudio.c directly, but Cosmopolitan seems to become significantly more difficult once more advanced multimedia/runtime behavior is involved. Right now the system uses asynchronous detached shell execution for audio playback which actually works surprisingly well, but architecturally it still feels more like a workaround than a clean long-term solution.

I also experimented with Free Pascal which in several ways feels much smoother for this type of environment. Unicode handling is easier, runtime behavior feels more predictable, and multimedia integration is cleaner overall. But moving in that direction would mean giving up the “single executable everywhere” philosophy that currently defines a large part of the project.

So I’m currently trying to evaluate which architectural direction makes the most sense long term.

Stay with Cosmopolitan and embrace the constraints because the portability is uniquely elegant? Move toward more traditional platform-dependent C implementations? Or move toward something like Free Pascal for cleaner multimedia/runtime integration?

Curious if others here have gone through similar tradeoffs while building terminal-native, multimedia or realtime creative coding environments.

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u/MaximusDunton — 18 hours ago

Building a retro realtime terminal runtime: stay with Cosmopolitan C, move to platform-specific C, or switch to Free Pascal?

I’ve been building this experimental retro-futuristic BASIC runtime called ORBIS focused on realtime terminal graphics, Unicode rendering, atmospheric effects and multimedia experimentation.

The current stack is based on MY-BASIC and Cosmopolitan libc with terminal-native rendering, Unicode halfblock graphics, Kitty graphics protocol support and asynchronous shell-based audio playback.

One of the things I genuinely love about Cosmopolitan is the portability. Having a single executable that runs more or less everywhere without recompilation feels almost magical for this kind of retro-style environment and fits the philosophy of the project extremely well.

But once I started pushing further into realtime multimedia territory, things became significantly more complicated.

I experimented with integrating miniaudio.c directly for embedded audio support, but Cosmopolitan seems to hit some rough edges there. Async process-based audio currently works surprisingly well, but it still feels more like a workaround than a proper multimedia architecture.

I also spent some time experimenting with Free Pascal. The Unicode string support out of the box is honestly very nice, platform integration feels smoother in several areas, and multimedia related code was generally easier to manage. But the downside is obviously losing the “single portable executable” approach and maintaining separate binaries for platforms.

So I’m currently unsure which direction makes the most sense long term.

Should I stay with Cosmopolitan and accept some multimedia limitations because the portability is so unique? Should I stay in C but move toward more traditional platform-dependent implementations? Or does it make more sense to move fully toward Free Pascal for cleaner runtime integration?

The project itself is less a traditional BASIC interpreter and more an experimental realtime terminal atmosphere engine with some demoscene-inspired ideas behind it.

I’m curious if anyone here has gone through a similar architectural crossroads for cross-platform realtime terminal or multimedia projects.

reddit.com
u/MaximusDunton — 2 days ago
▲ 10 r/fantasyconsoles+2 crossposts

Experimental realtime cyberpunk scene inside the terminal

I have been experimenting with a hybrid renderer inside my self-developed BASIC interpreter that combines cinematic imagery, realtime Unicode rain effects and ambient audio entirely inside the terminal.

The layered rain moves independently over the static city background to create a strange retro-futuristic atmosphere somewhere between old demo scenes, terminal graphics and cyberpunk visuals.

Still highly experimental, but I really love the mood this direction is starting to create.

u/MaximusDunton — 3 days ago

Exploring realtime generative graphics inside a terminal

I've been experimenting with realtime graphics rendering inside Kitty terminal and ended up with two very different visual aesthetics generated from the same rendering system. One uses high resolution image rendering while the other uses low resolution Unicode halfblock rendering.

What interests me is that the lower resolution version does not simply feel like a degraded version. It creates a very different atmosphere and abstraction level. The high resolution renderer feels cinematic and immersive while the lower resolution version feels much more stylized and almost dreamlike.

Most of the work unexpectedly turned into exploring the behavior and limitations of terminal rendering itself. Things like dirty cell rendering, image placement, terminal cell alignment, scaling artifacts and mixing Unicode rendering with image layers became part of the creative process.

Right now I am experimenting with combining both approaches together. Using detailed terminal image rendering for static scenes and lower resolution Unicode rendering for realtime effects like rain, particles and overlays.

I am curious how people in the generative art space feel about the directions, and what would be optimal.

u/MaximusDunton — 6 days ago
▲ 152 r/Demoscene

Two very different aesthetics from the same terminal renderer

I've been experimenting with realtime terminal rendering inside Kitty and ended up with two completely different visual styles. One uses a high resolution hybrid Kitty graphics renderer with dirty cell updates and adaptive redraws, while the other uses low resolution Unicode halfblock rendering.

What surprised me is that the lower resolution version does not just feel like a technically worse version. It feels like a completely different artistic medium. The high resolution renderer feels cinematic and immersive while the lower resolution version feels much more stylized and retro.

Most of the work unexpectedly turned into solving rendering problems instead of drawing graphics. Things like terminal cell alignment, dirty tile rendering, image placement behavior, scaling artifacts and mixing Unicode rendering with Kitty graphics turned out to be far more complicated than I expected.

Right now I am experimenting with combining both approaches together. Using Kitty rendering for detailed static backgrounds and Unicode rendering for realtime effects like rain and overlays.

Now I am honestly unsure which direction is more interesting creatively. Pushing terminals toward high resolution realtime rendering or embracing the aesthetics and limitations of lower resolution text graphics.

Curious what the demoscene community thinks about this.

u/MaximusDunton — 6 days ago
▲ 171 r/gameenginedevs+3 crossposts

I have been experimenting with a small retro-inspired BASIC runtime called ORBIS and recently focused heavily on terminal rendering performance and fullscreen graphics.

Instead of using SDL or OpenGL, the renderer works directly inside modern terminals using ANSI truecolor escape sequences, Unicode halfblocks and software framebuffers. Initially I expected terminal graphics to be far too slow for realtime animation, but after implementing fullscreen streaming frame output and dirty-cell rendering the results became surprisingly smooth under GPU accelerated terminals like Kitty.

At the moment I have working demos for scrolling panoramas, snowfall simulation, classic fire effects, neon fireworks and simple sprite animation. One of the most interesting discoveries was how dramatically rendering performance changes depending on update strategy. Sparse scenes benefit heavily from dirty rendering while fullscreen scrolling performs much better when generating one giant contiguous frame stream instead of many small cursor updates.

The runtime itself is built around Cosmopolitan portability, so the same executable can run across Linux, Windows, macOS, x86_64 and ARM64 systems with very little platform-specific handling.

This originally started as a fun retro computing experiment, but modern terminals turned out to be much more capable for realtime graphics than I expected. Right now I am mostly focused on polishing the renderer, improving documentation and creating more demos before sharing public preview builds.

u/MaximusDunton — 7 days ago