a couple of bullet points (no pun intended) for this project: the renderer is simulating a crt vector display, which has no pixels (https://en.wikipedia.org/wiki/Vector_monitor), so aa has to be very high quality (using a custom parametric solution for this). further to that, all lines are rendered curved (because slightly curved monitor surface) directly, as warping the screen after the fact as a post-processing shader would fuck with the aa. also simulating phosphor bleed ("glow") and decay ("fadeout" - which gives a natural "motion blur" / trails on moving objects). the main challenge is replicating the characteristic super-bright bullets (that irl are done by letting the electron beam linger in one place long enough to super-excite the phosphor coating in that spot, basically impossible to actually accomplish on a raster display, including crt raster displays). in addition, it's using the webcam for recreating live reflections in the "arcade cabinet glass" (the video feed is blurred to mimic player focal distance being on the game graphics). down the line, after some more r&d, the idea is to use the renderer for a rogue-lite-ish procedural space exploration / shoot'em'up game with asteroids aesthetics (i.e. not a clone), blending in some game mechanics / concepts from e..g. elite and r-type (hence the name)
https://youtu.be/uGvKD7Nte_8