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Re:How to build a racing game by ANTSANTS on Friday February 15, 2013 @01:50AM (#5224889)
Really cool related project: A re-implementation of the original OutRun engine in C++.

http://reassembler.blogspot.com/

http://reassembler.blogspot.co.uk/p/cannonball-open-source-o...

https://github.com/djyt/cannonball

Re:How to build a racing game by sievert on Thursday February 14, 2013 @10:29PM (#5224259)
He says it's a simple demo and not a proper game but I found it a lot of fun!
Re:How to build a racing game by watmough on Thursday February 14, 2013 @10:31PM (#5224264)
Me too, a lot of people made a lot of money in the 80's by doing ports to home computers that weren't this good.
Re:How to build a racing game by jiggy2011 on Thursday February 14, 2013 @11:09PM (#5224369)
To be fair, programming games like this on an 80's computer would be much harder since you couldn't just do everything in a scripting language and not have to worry about CPU cycles.
Re:How to build a racing game by hdivider on Thursday February 14, 2013 @10:42PM (#5224304)
Yeah, me too. =)

There are other 'unfinished' games that are nevertheless lots of fun to play.

It's amazing: lots of people will insist that modern games need lots of polish and awesome graphics in order to be any fun, but it's certainly not always true - at least not for certain audiences and certain games. Evidently, sufficiently engaging mechanics and 'overall experience' (which is a very broad category, of course) can be enough to give players what they want.

Re:How to build a racing game by aerique on Friday February 15, 2013 @05:13AM (#5225432)
With the Humble Bundles and Steam (and a lot of AAA titles going for console releases first or only) there has been a real surge in indy games the last 5 to 10 years.
Re:How to build a racing game by lmm on Friday February 15, 2013 @09:13AM (#5226207)
I think it's because rough as the gameplay may be, the music is perfect.
Re:How to build a racing game by arocks on Thursday February 14, 2013 @11:15PM (#5224389)
As the article mentions, there are very few tutorials on racing games on the web especially ones that use real 3D geometry calculations and not tricks like Mode 7.

A big thanks to the author for the tutorial and an extremely enjoyable racing game on the browser!

Re:How to build a racing game by cocoflunchy on Friday February 15, 2013 @09:38AM (#5226326)
Ultraspeed version settings: http://img252.imageshack.us/img252/5382/080a8b4d79fa4842b495...

This game is 100x more fun to play than most of today's racing games...

Re:How to build a racing game by jiggy2011 on Thursday February 14, 2013 @11:12PM (#5224378)
Two things that would improve it immensely.

1) Gamepad support , playing arcade style games on a keyboard is a second class experience at best.

2) Fullscreen mode.

Brings back memories of playing old DOS driving games like the Lotus series.

Re:How to build a racing game by shurcooL on Thursday February 14, 2013 @11:26PM (#5224433)
This brought back old memories.

Back then I thought those games were so realistic. Imagine if there was Live for Speed back then, it would've blown my mind.

Very nice level of polish.

Re:How to build a racing game by hayksaakian on Thursday February 14, 2013 @11:38PM (#5224483)
I wish html5 games would at least be considerate of mobile devices. Some kind of virtual input at least.

I can't be the only person using their internet on a phone.

Re:How to build a racing game by dinkumthinkum on Thursday February 14, 2013 @11:45PM (#5224502)
You know this is like a tutorial/demo right?
Re:How to build a racing game by hayksaakian on Friday February 15, 2013 @12:52AM (#5224685)
I'd consider this a pretty high priority. Even for a demo.
Re:How to build a racing game by purplelobster on Friday February 15, 2013 @01:45AM (#5224874)
Not... really.
Re:How to build a racing game by chopsui on Friday February 15, 2013 @12:33AM (#5224624)
Reduce road width to get > 60 fps.