VROOM!!!

programming, python, game development, vroom — January 14, 2007 at 9:51 pm


I wrote this game in my spare time in 2003 on a IBM T23 laptop running Linux. I used the Python language because it’s fun, and I wanted to see if it would perform well. It did, especially after enlisting the help of Psyco and Pyrex.

Too often game developers emphasize visuals like texture maps and high polygon count at the expense of gameplay. I took the contrarian approach using the minimalist style of old school vector graphic games to let the gameplay stand on its own.

To approximate the effect of vector graphics I used the antialiased line drawing algorithm found on Hugo Elias’s website. I fixed a minor bug that caused some uneveness to lines arranged head to tail and sent the code to the Pygame folks. Writing this game was much easier thanks to the PyGame library and the library upon which it is built, SDL.

Besides writing the antialiased line functions, challenges included designing code for compiling bi-space partitioning (BSP) trees from an SVG representation of the track, modeling car dynamics with physics routines, and figuring out how to package everything into a windows installer. For kicks I added a mode where you can play the game in 3D using red & blue glasses.

These are actual user comments:

“an addicting game”

“I like the track designs. Physics are very fun, power oversteer at will. Playing in Virtual Boy mode brought back some memories of…what was it… Red Alarm.”

“that game is awesome..but my fingers hurt now.”

“cool game. very addicting…and frustrating at the same time (when i hit a wall)”

“Damn that’s fun!”

“Simplicity at its finest!”

“OK….I’m addicted”

“My eyes burn”

“Most addictive game…evar.”


2 Comments

  1. Looks awesome … and IS awesome. Great work.

    Comment by Matt — April 24, 2007 @ 4:38 pm
  2. This game is very addictive, I have lots of fun playing it. Great stuff.

    Comment by Aka — March 26, 2008 @ 11:40 am

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