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Tomb Raider-Inspired Inventory with CRT Effect

This project features a PS1-style inventory system inspired by the original Tomb Raider (1996, PSX), combined with a CRT post-processing effect to evoke the visuals of classic consoles. This project was created as part of the Computer Graphics module hold by Timo Eberl (https://github.com/timo-eberl) at HdM (Stuttgart Media University).

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How It Works

  • Items are arranged in a circular carousel, each facing outward.
  • Navigate between items using the A and D keys on the keyboard.
  • The selected item rotates continuously around its Y-axis.
  • Press Q to enter Inspect Mode:
    • In this mode, the camera orbits the item using W / A / S / D.
    • Press Q again to return to the carousel.
  • The CRT filter can be toggled at any time using the checkbox near the title.

Usage with Visual Studio Code

  1. Open the folder Deliverables with VSCode (File > Open Folder...).
  2. Install the Extension Live Server. With this extension you can launch a local static file server.
  3. Right-click index.html of the exercise you want to work on and click Open with Live Server.
  4. The website opens in your default browser. Everytime you save a file in VSCode, the browser tab gets refreshed.

Why did i choose it?

As someone with a passion for retro gaming, especially from the PSX and PS2 era, I wanted to recreate the Tomb Raider inventory. Its inventory system stuck with me over the years. I also added an Inspect Mode inspired by Resident Evil to let players closely examine items.

I'm also fascinated by authentic graphics on original hardware, which is why I included a CRT effect as a nod to the era.


Reference

Inventory inspired by Tomb Raider (PlayStation, 1996)

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Controls

Key Action
A / D Cycle through items in the carousel
Q Enter/exit Inspect Mode
W/A/S/D Rotate camera in Inspect Mode
⬜ Checkbox Toggle CRT post-processing filter

External sources

3D-Models with Textures

Single textures

Credits & Acknowledgments

Throughout the codebase, you'll find comments starting with shoutouts followed by a URL. These indicate helpful sources I referred to during development.

I did not copy any entire code snippets. In cases where I may have reused something, it was limited to a few isolated lines at most. Primarily, I used these references to deepen my understanding of certain principles, or to gain inspiration for writing my own code.

Whenever a particular source contributed to my learning or problem-solving process, I felt it was only right to acknowledge it. I believe credit should be given where it's due, especially when someone’s shared knowledge helps others grow.

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