Rapidracoon - Racing Game Wip


Looks fantastic, that's all I can say. Commercial or not, I'm getting this, that much is sure! To satisfy my personal curiosity, how did you handle the graphics for this game? Did you write your own polygon fill routines in ASM via minimal lib, or what? Because the speed is amazing, it feels incredibely smooth.

- Alex

Alex,
We write our own poly routine in ASM,we just used SDL lib for the init.
The 3D engine was written in Fixed.
We draw all the graphics.

Ukko/live!
 
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Will you release the track editor for the game.?
It could be cool if it was possible to make your own track. and mabyee you could save your self alot of work, if you let people upload the tracks to you. :)
 
Wow!

Love it - from both a developer and user standpoint. I'm really shocked at how much you managed to squeeze out of the GP2X there. The world needs more developers like yourselves.

Good luck with it :)
 
I'm amazed that it runs so fast with just the one processor ukko.
I'm really looking forward to seeing this as a final release :D

EDIT: Just noticed on your homepage that it even has a track editor :eek: sweeeeeeeeeeeet!


Well consider this. There were some pretty decent 3D polygon games out there for the old Amiga such as Starglider II etc. That was a 16-bit CPU that only ran at 7 MHz. Now you have a 32 bit 200+ MHz CPU. If you look at the speed difference you can see that stuff like this is very doable on the GP2X, it just takes lean and mean optimised code like the old days. This seems to be done with that approach.

Good job, interested to see how this turns out.
 
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I've got to have this.
dribble.gif

Reminds me a little of Whipout from the look of the vehicles.
 
This reminds me of a rather old PC-game which was kind of a Wipeout clone, but I can't remember if it came out before or after Wipeout. I think the name was High-Octane, but I can't seem to find anything about it on the web. Does anyone know what I'm talking about? I'm getting puzzled now.
 
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