Need For Speed:XNA
Need for Speed:XNA is an attempt to bring one of the best titles in the Need for Speed series
(Need for Speed 1) back to life
Need for Speed:XNA is an
XNA/C# game I wrote from scratch. It took me about 6 months of work off and on.
The code is all mine, but it uses the original Need for Speed data (textures, models, tracks). Information on the file formats was
reverse engineered by Denis Auroux (mostly) and myself.
I wanted to do this for a couple of reasons: To learn more about 3D coding, to play NFS1 again (the original won't run on modern Windows), and as to see if its possible to replicate (a small amount!) of a groundbreaking 14 year old game.
While working on NFS, I learnt a lot of XNA tricks and really came to appreciate the skill of the original programmers. These days computers have so much space
and power, programmers can get away with being lazy. Back in 1995 things were very different...
A single example - the type of track boundary and where the boundary is located is all packed into a single byte.
You can race around every track, with basic vehicle and engine physics, collision detection and sound. There is no collision detection for traffic in this version.
Early track rendering test

3D car selection screen

Toyota Supra on Autumn Valley track

Dashboard view on Burnt Sienna track

Coming out of the tunnel on Burnt Sienna

Approaching train tunnel on Alpine stage 1

Race completed screen on Rusty Spring track