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also you can test pynotes and pyclock

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submitted 2 days ago* (last edited 2 days ago) by speed_dreams@lemmy.ml to c/opensourcegames@lemmy.ml

Our dev Xavi92 recorded a short video where he shows us some of the new features he has been working during these months. Now it is possible to generate new AI competitors automatically by choosing a car and a type of robot. Also, we can use the download manager to get tracks, cars or drivers. It's getting closer and closer for all of us to enjoy them, stay tuned!

https://www.youtube.com/watch?v=8mEYYYaV7lo

#OpenSource #SpeedDreams #SimRacing #Development

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submitted 1 week ago* (last edited 1 week ago) by droid@sh.itjust.works to c/opensourcegames@lemmy.ml

WASTED!

Wasted is a video game that features vehicular combat racing, developed by a cooperative of hobbyist game developers. Players engage in battle arenas where they can also use weapons or other tools to damage or destroy their opponents' vehicles.

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Quote from github:

OpenOMF is an Open Source remake of "One Must Fall 2097" by Diversions Entertainment. Since the original DOS game from 1994 uses IPX networking and is a pain to set up, the community needed a better solution to keep playing the game we love. Together with networking, we try to make it easier to play One Must Fall in its original glory on multiple platforms (Linux, Mac OSX, Windows, BSD to name a few).

For more detailed information about the project, please see http://www.openomf.org/

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submitted 2 weeks ago* (last edited 2 weeks ago) by darth_tiktaalik@lemmy.ml to c/opensourcegames@lemmy.ml
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Pure walled-garden behavior from the Minetest devs.

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cross-posted from: https://lemmy.ml/post/21713901

2024 luanti GAME JAM

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submitted 1 month ago* (last edited 1 month ago) by speed_dreams@lemmy.ml to c/opensourcegames@lemmy.ml

First of all we would like to comment that we have just opened an account in Lemmy and this is one of our first messages. Greetings to all!

We believe it would be good to inform the users of this community about the status of the development of our Open Source Racing Simulator.

Since a few months ago we are in the process of performing several tasks related to our version control system. It is our intention to stop using Subversion (svn) to start using Git. We believe it is a better and more modern system for the development of our project, and we think it can help to attract more developers than using Subversion.

This change also involves a repository change. While Sourceforge (current) has support for git, we think we would be better off elsewhere, and for that the people behind a-lec.org have offered to host us with an instance of forgejo, as well as space for our website, our masterserver and possible things that may come later. You can find more info in this post of our website.

But to be able to do this it is necessary to make important changes in the structure of the project, and for this the code is being revised to facilitate the separation of the game base from the assets (tracks, cars, robots...). In addition, an audit of these assets is being carried out, which is taking quite some time.

As for the development itself:

  • Particles (smoke, sparks, dust...) are being added in the OSG graphics engine, although this is still at a very early stage of development.

  • We are also working on a Download Manager that allows downloading content from repositories, although this is giving us some headaches in the Windows build.

  • A lot of work has been done on the LS-GT1, LS-GT2 and LP1 categories, with new physics (Simu 4.1), new skins and improvements in the AI of the robots.

  • New tracks are also being worked on, such as Ardennen-Spa which you can see in the video below, Long Jour (former LongDay based on Le Mans) and the improvement of some tracks already included in the game.

  • Works on the masterserver, with a new page for user management where you can change password, email and avatar, as well as in the future view information about our races. The database is also being changed to correct errors and improve performance.

  • Perhaps most important, though, is the work being done on several fronts to optimize the game's performance, but this is an arduous task.

For all this work, all possible help would be greatly appreciated, so, as always, we are open to receive both new developers and occasional contributions.

As an example of this we leave you with a video in which we performed a USR robot race in the aforementioned Ardennen-Spa, where you can also see the first implementation of the particles. We hope you like it: https://peertube.linuxrocks.online/w/31d4orqABsmwCGEsEpjpVf

Cheers!


https://www.speed-dreams.net/


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submitted 1 month ago by trevor@lemmy.ml to c/opensourcegames@lemmy.ml
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UPBGE is notorious for being slow. Partially for CPU and GPU not sharing time. That didn't stop us from trying to squeeze more FPS from the game Dani's Race.

Why?

A mistake was made, to start the development of Dani's Race on the same machine where Moria's Race ( the first part of the saga ) was animated. That made it feel like choosing UPBGE as the game engine was the right choice. And also made it so little to no afford was put to optimization.

Franz opensource_gaming stream!

On 30th of September 2024 ( few days ago ) a PeerTube streamer opensource_gaming streamed the first part of the saga, the Moria's Race short film.

https://video.hardlimit.com/c/opensource_gaming/videos

Subsequently he had trouble running the game at anywhere near a sane FPS. Which resulted in a urgent need to try to optimize it, for it to be stream-able by him. The new ( still unavailable ) build of the game now significantly increased performance. Not yet enough, by most people's standards. But hopefully enough for a stream to happen.

When will the optimization be available?

The latest release of the game at the moment was 25-09-24 which is yet to be unlocked by general public for general public. If and when it will be unlocked, a new release could be placed for an unlock too. This time including all the recent optimization changes.

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submitted 2 months ago by trevor@lemmy.ml to c/opensourcegames@lemmy.ml
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Thrive 0.7.0 (lemmy.world)
submitted 2 months ago* (last edited 2 months ago) by heartbreaker@lemmy.world to c/opensourcegames@lemmy.ml

This release marks the completion of the 0.6.x roadmap. Next up we'll be working through the items on the 0.7.x roadmap. For this release the major features are a new auto-evo algorithm based on miches that should generate much better AI species, and there's now a convolution surface algorithm which gives macroscopic creatures a "skin" in the prototypes. There's also a lot of smaller new features and tweaks to the microbe stage as usual. The last roadmap items to be completed where engulfing balancing and fixing as well as allowing continuing as a related species in easy mode.

You can read more in the devblog

view more: next ›

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