As a kid I played Ken's Labyrinth, a raycaster FPS from around the same time as Wolf3D. Only years later I found out that this was actually the same Ken Silverman that went on to create the Build engine for Duke Nukem 3D etc. Kind of funny considering the vast difference in tone between these two games.
I'm on the fence because I have a TSC-X controller and it's unclear if it's supported. Somebody on the forums posted a tool that converts generic joystick axes to keypresses, but not sure how well that works.
The PS1 architecture is fascinating - it will also reveal why PS1 games have such a unique, recognizable style that games are trying to recreate nowadays.
Great, thanks! :-) and to mirror another poster: what kind of prompt parsing (prefill) speed do you get for that model?
Also how is the speed for the 27B model?
I have been contemplating a M5 Pro MBP, but for the life for me I wasn't able to find benchmarks for real-world models, do you happen to know how many tokens per second roughly you get with MoE models like Qwen 3.6 35B/A3B or Gemma 4 26B?
To add some context, this was made for the PICO-8 fantasy console, which (by design) is very limited, so it's immensely impressive to see something like this working on it. Honestly, even just the 3D logo from the intro is impressive, and the rest of the game even moreso.
edit:
https://en.wikipedia.org/wiki/Ken%27s_Labyrinth