Fly a ship through a tunnel of pillars! Don't hit anything...
This game is ray-marched rather than being traditionally rendered. That means it uses a procedural cousin of ray-tracing, and thusly has rediculously steep graphics hardware requirements even though it does a much tidier amount of computation per frame.
Simple square pillars and Blinn-Phong lighting. Just like the original.
Adds soft shadows and ambient occlusion.
Those pillars get a more complex distance function and become bump mapped.