| `PLATFORM` | The platform to build for. | `SDL2`, `SOKOL` | `SDL2` |
| `RENDERER` | Graphics renderer. | `GL` for OpenGL 3, `GLES2` for OpenGL ES 2, `SOFTWARE` for a pure software renderer. | `GL` |
| `USE_GLVND` | Link against the OpenGL Vendor Neutral Dispatch libraries. | `ON`, `OFF` | `ON`, falling back to `OFF` if the libraries aren't found or an OpenGL renderer isn't used. |
| `MINIMAL_BUNDLE` | Do not include the music/intro video when building for the web. | `ON`, `OFF` | `OFF` |
| `PATH_ASSETS` | Set a static path where the game assets are loaded from. | Any valid filesystem path. | Unset |
| `PATH_USERDATA` | Set a static path where user data (e.g. game saves) are stored. | Any valid filesystem path. | Unset |
| `DEV_BUILD` | Sets the assets/userdata path to the source directory. Useful when testing any changes. | `ON`, `OFF` | `OFF` |
This repository does not contain the assets (textures, 3d models etc.) required to run the game. This code mostly assumes to have the PSX NTSC data, but some menu models from the PC version are required as well. Both of these can be easily found on archive.org and similar sites. The music (optional) needs to be provided in [QOA format](https://github.com/phoboslab/qoa). The intro video as MPEG1.
Optionally, if you want to use a game controller that may not be supported by SDL directly, you can place the [gamecontrollerdb.txt](https://github.com/gabomdq/SDL_GameControllerDB) in the root directory of this project (along the compiled `wipegame`).
- implement frustum culling for scene geometry, the track and ships. Currently everything within the fadeout radius is drawn.
- put all static geometry into a GPU-side buffer. Currently all triangles are constructed at draw time. Uploading geometry is complicated a bit by the fact that some scene animations and the ship's exhaust need to update geometry for each frame.
- the menu system is... not great. It's better than the 5000 lines of spaghetti that it was before, but the different layouts need a lot of `if`s
- the save data is just dumping the whole struct on disk. A textual format would be preferable.
- since this whole thing is relying on some custom assembled assets anyway, maybe all SFX should be in QOA format too (like the music). Or switch everything to Vorbis.
- a lot of functions assume that there's just one player. This needs to be fixed for a potential splitscreen mode.
There is none. This code may or may not be based on the source code of the PC (ATI-Rage) version that was leaked in 2022. If it were, it would probably violate copyright law, but it may also fall under fair use ¯\\\_(ツ)\_/¯
Working with this source code is probably fine, considering that this game was originally released 28 years ago (in 1995), that the current copyright holders historically didn't care about any wipEout related files or code being available on the net and that the game is currently not purchasable in any shape or form.
In any case, you may NOT use this source code in a commercial release. A commercial release includes hosting it on a website that shows any forms of advertising.
PS.: Hey Sony! If you're reading this, I would love to work on a proper, officially sanctioned remaster. Please get in touch <3