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Vange-rs
PORTSNATIVE

Vange-rs

PORT NATIVOACCIÓN / AVENTURAWINDOWSLINUXMACOSALPHA

Vange-rs

TecnologíaPort Nativo C/C++ (Reimplementación de Motor)

Disponible paraWindows, Linux, macOS

Ver proyecto oficial

Sobre el proyecto

Vange-rs es un videojuego de acción y aventura publicado por Association K-D Lab en 2014.

Información oficial del proyecto

README original del autor (en inglés)Abrir en GitHub ↗

Vange-rs

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Vangers is a legendary game featuring unique gameplay and technical innovation. The idea of this project is to replicate the old look and behavior, but with native hardware acceleration for the graphics.

You need the original game in order to try out vange-rs with mechouses. Fostral world data is published in the Vangers source tree; config/settings.template.ron points at ../Vangers/data by default. Copy it to config/settings.ron to override.

Design intent (remake aligned with that OSS tree): see docs/DESIGN.md.

logo

Technology

The game uses:

  • wgpu for graphics
  • winit for windowing
  • egui for debug UI

The level can be rendered in a variety of ways, see dedicated wiki page. The best of all is a voxelized ray tracing method, described in our blog.

Instructions

The project is structured to provide multiple binaries. road binary is for the main game, which includes mechouses, items, and the level. You can find the binaries produced automatically in the releases.

git clone https://github.com/KranX/Vangers.git
git clone https://github.com/kvark/vange-rs
cd vange-rs
# optional: cp config/settings.template.ron config/settings.ron
cargo run

Note: leaving the level="" empty in the config would load a flat boring debug level.

Note: with backend="Auto" the engine tries the available backends in this order: Metal, Vulkan, DX12.

Controls:

  • WSAD: movement in the game, rotating the camera around the car during the pause
  • left shift: turbo
  • left alt: jump
  • P: enter/exit pause for debugging
  • R: reset forces and orientation of the mechous
  • <>: step physics frame back/forward during the pause
  • Esc: exit
<img alt="game" src="etc/shots/Road11-pause.png" width="25%">

3D model viewer

model binary loads a selected "m3d" from games resource to observe.

cargo run --bin model resource/m3d/items/i21.m3d

Controls:

  • AD: rotate the camera
  • Esc: exit
<img alt="item view" src="etc/shots/Road6a-item.png" width="20%">

Without the argument, the viewer shows configured car and debug collision info:

<img alt="mechous debugging" src="etc/shots/Road10-debug-shape.png" width="25%">

Level viewer

level binary allows to fly over a level with free camera. Useful for debugging the level rendering shader.

cargo run --bin level
cargo run --bin level -- resource/iscreen/ldata/l0/escave.ini # load menu

Controls:

  • WSAD: move the camera along X-Y plane
  • ZX: move the camera along Z plane
  • Alt + WSAD: rotate the camera
  • Esc: exit
<img alt="level view" src="etc/shots/Road16-raymax.png" width="50%">

Converter

convert binary is a command line utility for converting the game data into formats that are more interoperable. Please see the wiki page for the usage instructions.

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FICHA DEL PROYECTO

Tipo de proyecto
PORT NATIVO
Género
Acción / Aventura
Estado
alpha
Plataforma de origen
—
Tecnología
Port Nativo C/C++ (Reimplementación de Motor)
Versión
—
Actualización
—

Plataformas de destino 3

Windows
Linux
macOS
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