

They’re very much 64bit, as they’re avoiding unity all together. The standard framework of actors and scenes don’t really work for a game at that scale, so they decided to roll their own, and they’re calling it the Brutal Framework “because it’s quite brutal to work with”.
So far the result is really impressive looking, and since there aren’t many layers of abstraction to work via, the performance is pretty impressive too.
In case you did not already know, I post any updates and shareworthy content here: !kittenspaceagency@sh.itjust.works
Shub-Niggurath’s Pit in Quake