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.
- 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.

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.
ReplyDeleteHopefully that's next.. Does look very slidy ;)
DeleteAmiga 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