An nameless reader quotes a report from Ars Technica: There have been a whole lot of Wipeout video games launched because the 1995 unique, together with Wipeout HD and the Omega Assortment, however solely the unique has the excellence of getting its Home windows port supply code leaked by (since defunct) archive Forest of Phantasm. Dominic Szablewski grabbed that code earlier than it disappeared and set about making a model that is not only a port. He rewrote the sport’s rendering, physics, sound, and customarily “all the things all over the place.” He documented the venture, put his code on GitHub, and has some model of a justification. “So let’s simply fake that the leak was intentional, a rewrite of the supply falls below honest use and the entire thing is abandonware anyway,” Szablewski writes.
As he digs into the specifics of his work, Szablewski takes the reader on a tour of PSX dev kits and the way they dealt with Z-levels, translate yesterday’s triangles to at this time’s OpenGL, breaking the 30 FPS cap on a sport that explicitly forbade that, and extra. He takes the code from 40,699 strains to 7,731 and notably cherished an excuse to work in C. “I had an absolute blast cleansing up this mess!” Szablewski’s Wipeout rewrite may be compiled for Home windows, Linux, Mac, and WASM (Internet Meeting). You may even play it in your browser on his server (please be light). I spent a while in it this morning, and let me inform you: I’m not prepared for anti-gravity racing within the 12 months 2052. It was a wrestle to even get to fourth place, however these struggles have been due fully to ability, not system. The net model feels buttery easy, even once you’re frequently clunking into partitions. I had misremembered this sport as having much more to it, nevertheless it’s all really feel: the trance/prog music, the physics, the controls, and the sense that you just’re all the time simply barely uncontrolled.