Spirit of Eternal Racer - A new racing tech demo by deuteros requiring a very beefy Amiga!

If you're looking for something slightly different this week, then look no further than this latest development by Deuteros called 'Spirit of Eternal Racer'. A personal experiment turned technical demo that requires a very beefy Amiga 1200 with added (PiStorm/ RTG). A tech demo that the creator says mixes retro charm with realistic driving physics and a smooth, fast-paced experience. To coincide with this news provided below is the full details and gameplay footage.

Here's the latest "Spirit of Eternal Racer is a personal experiment turned technical demo — a 2.5D racing engine inspired by games like Out Run, Vroom, and Nigel Mansell's World Championship. Designed with performance on the Amiga 1200 + PiStorm in mind, it mixes retro charm with realistic driving physics and a smooth, fast-paced experience."

Why This Exists

  • I wanted to create something new — something that actually uses the power of the PiStorm for more than ports or emulators. At the same time, I was itching to make a 2.5D racer… and test how far I could go using AI coding tools while still keeping full control of the project. Fun was the main goal — fun in coding, building, and optimizing for a strange but exciting mix of old and new tech.

What’s Next?
  • This may or may not turn into a full game — that depends on performance, interest, and whether I get around to implementing AI rivals, collisions, menus, and game logic. But as a playground for coding, creativity, and exploring what's possible on hybrid retro hardware… it's already doing its job.

Features (So Far)

  • 2.5D Racing Engine
  • Based on segment rendering & perspective projection (inspired by Jake Gordon and Lou’s tutorials).
  • Dirty rectangle rendering for optimized redraws.
  • Occlusion system to skip rendering hidden elements.
  • Parallax backgrounds for motion depth.
  • Custom copper sky effect on Amiga for performance.

Vehicle Simulation

  • Realistic acceleration, braking, and top speed.
  • Centrifugal force on curves.
  • Gear system (manual & auto).
  • RPM & engine sound simulation.
  • Terrain effect when going off-track.

Sprite System

  • Cached and scaled based on distance.
  • Composite objects and sprite registry to avoid duplication.

Configurable Options

  • External file for screen resolution, fullscreen mode, draw distance, etc.
  • Supports keyboard and joystick input.
Links :1) Source   - Thanks Saberman for the heads up

3 comments:

  1. I know it is early, but the car looks like a block of ice floating on the track. Where are the wheels, or motion of an actual car moving.

    ReplyDelete
    Replies
    1. Hopefully that's next.. Does look very slidy ;)

      Delete
  2. Amiga needs these kind of beefy games, games like Need for Speed and Grand Turismo 5. Even Racing Fever on Android would be a good project to port to Amiga (it has no road turns even). Never owned a PC capable of running modern games, so I'm still waiting for PC ports of various car racing games to show up on e.g. Pistorm and Vampire. I bet there are a lot of Amiga users who never owned a good enough PC/Windows machine to play modern games and only had a Linux system running on a second hand PC they got for free (or Android phone).

    ReplyDelete

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