#pseudo3d
I've been mesmerized by this one all day. the best water I've ever seen in a pseudo3D game
Hawaii (World Rally Fever: Born on the Road, MS-DOS, Split-Team17, 1996)
February 4, 2026 at 2:03 AM
A little pseudo 3d environment I was working on for a game that will be the successor of snippo.
The actual game environment might not be so dense though, but for testing it looks nice.

#pico8 #pseudo3d #pixelart #indiedev #gamedev
February 20, 2026 at 6:26 PM
Joguinhos isométricos com sprites pseudo3D de GBA 💖✨
Terminator 3: Rise of the Machines (Game Boy Advance, Taniko, 2003)
July 17, 2026 at 8:56 AM
August 8, 2025 at 3:08 PM
More Mega Driving. Mostly so I can avoid thinking about how inefficient my raycaster sprites are. #sgdk
youtu.be/6yYsE4X8Fsg
Taking a break from casting rays. Working on Pseudo3D roads again
YouTube video by Greg Gallardo
youtu.be
November 5, 2025 at 3:45 AM
#PitchYaGame

sillinder's somewhat uneventful tuesday is a pseudo3D platformer that follows a silly robot that can hit their head in very beneficial ways, bouncing and sliding
through a surreal and cheap landscape filled with unreasonable people (unlike sillinder)

sillinder does this every day.
November 7, 2025 at 8:40 PM
I fully expected this to be written by @daveeddy.com

github.com/izabera/pseu...
GitHub - izabera/pseudo3d: a raycaster in bash
a raycaster in bash. Contribute to izabera/pseudo3d development by creating an account on GitHub.
github.com
January 17, 2025 at 3:44 PM
so i'm writing a rasterizer inside of the raycaster to do a pseudo3d sprite algorithm i've never seen before. i'm pretty sure it's going to work? it's a composite of multiple displacement mapped views. but maybe the seams wil be really rough.
June 7, 2025 at 7:35 PM
Not directly art this time, but a Pseudo3D racer prototype in the Gameboy style (With a SuperGB colour palette), heavily based on the beloved Super Hang-On. The prototype's playable here: traslo.itch.io/micro-moto

#racergame #pixelart #HangOn #indiegame
September 18, 2026 at 4:46 AM
Nitro made it to RC 1 tonight 🍻 so for this weeks #screenshotsaturday here's a fun video of the evolution of my little #gameboy pseudo3D racer from beginning to release candidate.
#gbstudio #gbdk2020
November 9, 2024 at 5:04 AM
Que bien hecha esta "Samurai de ojos azules": La animación pseudo3d, las escenas, el colorido, la trama clásica, los personajes, la elección de música... Mucho mimo para que disfrutes cada segundo.
January 14, 2025 at 8:33 AM
Taking a break from casting rays. Spent some time getting my old "Mega Driving" examples to compile with #SGDK 2.11.

Also tried to improve my previous attempt at dual pseudo3d chessboards. Still not quite fast enough for real hardware. I have to get better at optimizing.
October 26, 2025 at 4:27 AM
unlike the pseudo3d in slipstream, where each part of the track depends on the position of the previous one, mode7 is very easy to parallelize to infinity. my biggest problem is rust being very strict about sharing data between threads. but I think it's solvable
August 29, 2025 at 1:09 AM
Hello world! I’m making UX/UI designs for living, and I’m playing, reviewing and making video games for fun after hours 😊 I just started my dev journey, by learning how to make pseudo3D racing game for a #PlayDate
September 19, 2023 at 9:49 PM
This game has really good #pseudo3d technique. Check out the MAME tilemap while it runs and it’ll shed some light on the “texture mapping”. It’s up there with OutRunners as one of the more advanced not-3d racers.
February 6, 2025 at 5:34 PM
mmm pseudo3d? an extension you are developing?
March 4, 2026 at 7:30 PM
hmmm... i wanna start making more pseudo3d........
November 12, 2024 at 12:43 AM
i am thinking about a voxel tesseract
i am thinking about how in the classic pseudo3D visualisation of the tesseract, a move on the fourth dimension might put you in one of six possible places…
April 13, 2026 at 2:44 AM
December 20, 2024 at 11:35 PM