But don't forget, this is not using the official Katana or Windows CE SDK's, so graphics will never look as polished as Daytona USA or Sega Rally 2. It is no small miracle that it looks as good as it does being made with the with KOS libraries.
Hey now! What happened to this attitude from last year:
If they are able to get retail quality graphics now with KOS this literally changes everything and the perception of these games, and KOS itself should be seen in a much better light now. No longer is KOS seen as subpar to the official SDK libraries, and this is really a great thing for everybody involved. This proves once and for all, that KOS is just as good as the official tools.
It's no miracle! It's the hard work of indie devs.
Never say never. Just in 2020 tremendous work has gone into the Dreamcast homebrew libraries and tools. It's not just KOS, it's a whole ecosystem surrounding it.
Simulant engine is still in early development (alpha) but very useful as an engine and people are already writing software with it.
Simulant is built around GLdc which is what mrneo320's NuQuake is based on -- mrneo320 worked with kazade on the testing/optimization.
DreamHAL is letting people do fast math on SH4 and now devs can do stuff that before they could only do with assembly knowledge. Moop has also included low-level video hacks that allow indie devs to do 720p output over those vga2hdmi adapters now.
In just the past few months we now have a few performance analysis libraries that has helped tremendously for devs to pinpoint what's keeping their game performance down.
SiZiOUS is nearing completion of DreamSDK R3, which now simplifies getting started with DC dev on Windows with a whole toolkit of UI based tools.
I don't know what's public knowledge and what isn't and I don't want to air everyone's business but I will say that I know at least one of the above guys has been given money to improve certain areas of their project. When people are being paid to work on open source projects that are available for the public to use freely, that's the biggest sign of a healthy open-source ecosystem.
Last year or the year before or whatever (time seems to fly for me these days), I said on here or AG that I'd resent any commercial indie dev for "cutting corners" so to speak by using the official SDKs and getting a leg-up on other commercial indie devs who play fair, don't risk legal trouble (Sega is not much of a threat but don't count out the myriad middleware vendors for example), and use the KOS ecosystem. I have seen so much movement behind the scenes in DC dev in 2020 that I am more excited for homebrew DC dev than I have been since around 2002. Seriously. So now I can truly say anyone who wants to use Katana/WinCE: knock yourself out, you're wasting time digging a hole tying your game engine to legacy code that won't be improved.
Just you wait! There will soon be no reason we can't have full-fledged indie releases on DC using the open-source libraries other than the typical necessity to have larger development teams and artists for 3D games.