Hi all,
I just want to announce that we have started to port the fun kart racing game SuperTuxKart to Irrlicht.
Some screenshots (from the current version still using plib):
If you don't know SuperTuxKart, some gameplay videos are available at youtube or vimeo (higher quality), and recent releases (currently 0.6.1a) can be found on our download page at sourceforge. Even though it's a low release number, the game is already fully playable, and supported on Mac, Linux, and Windows.
On the technical side we are using the Bullet Physics engine, OpenAL for 3d sounds, and SDL (and currently plib). We will be using the SDL version of Irrlicht (to keep gamepad support for Mac), and hope to be finally able to support better graphics, especially animated characters and tracks. First steps with the irrlicht port have already been done (we can load tracks and karts), though there is still a lot of work left to do.
Anyone interested in coding (irrlicht related or not), or designing tracks and karts, just contact us - best on the development email list. We have exciting plans and always need more developers
Cheers,
Joerg
SuperTuxKart is going Irrlicht
This project looks very interesting. Good work
SVN of Super Tux Kart:
https://supertuxkart.svn.sourceforge.ne ... ertuxkart/
SVN of Super Tux Kart:
https://supertuxkart.svn.sourceforge.ne ... ertuxkart/
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
Some code has started to be added in, though disabled at compilation time by default since it's more development backups than something really usable atm we intend to activate the irrlicht code by default when the game becomes playable with the new 3d enginehybrid wrote:Nice to see that you're finally starting wiht the port. Is there already something available on SVN?
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Not really. I commit regularly, but mainly as a backup for me (I work mostly on a laptop, and I have a long history or breaking them ). I am using #ifdefs for irrlicht so that the plib version still works (other people are working on the AI etc, and they need a working version for their tests).hybrid wrote:Nice to see that you're finally starting wiht the port. Is there already something available on SVN?
At this stage I have simple track and kart model loading and the camera implemented - though I have to fix some bugs (e.g. axis are different, some rotations are not right atm). Once I have tested different 3d file formats, I will commit some preliminary models, too, update the build system for Linux/Mac, then people might be able to have a first look.
And yes, I am sure we are going to keep the questions forums busy here
Cheers,
Joerg