OpenC1 (a Carmageddon remake)
Carmageddon was released in 1997 and was one of the first games where the environment
was completely open and you didn't have to stick to the track. It also had a great Fear Factory soundtrack and gave you points for running over pedestrians (or zombies)! It was one of my favorite games when it came out.
OpenC1 is an open-source remake of Carmageddon. It uses XNA for the graphics and
Nvidia PhysX for the physics. It implements almost all features of the original
game, including vehicles, tracks, vehicle damage, pedestrians, opponents, checkpoints,
UI, breakable, bendable track objects, animations. It does not currently implement
powerups or network play.
As of version 1.4, OpenC1 can auto-download the free Carmageddon demo content (artwork,
models, etc) so you can experience OpenC1 without having to own the full original
game.
Some videos recorded during development (newest to oldest):
'Stunts and crashes',
'AI opponents',
'More advanced vehicle physics',
'Track animations',
'Early physics test using PhysX',
'Very early phyiscs test using
JigLibX',
First look at the track renderer'
I wrote a bunch of posts which contain lots of detail about the development and challenges of making OpenC1. Here they are for historical reference, ordered oldest-newest.
Carmageddon Remake in XNA
(July 05, 2009)
Loading file formats
(July 11, 2009)
This is what success looks like
(July 12, 2009)
Sumo track
(July 12, 2009)
Loading cars and tracks
(July 13, 2009)
Bright white curb fixed
(July 13, 2009)
How track model data is organized in C1
(July 13, 2009)
Full track rendering!
(July 19, 2009)
JigLibX physics test
(July 21, 2009)
C1 crush data
(August 04, 2009)
C1 crush data (update)
(August 11, 2009)
Flic parser
(August 15, 2009)
Evaluating Nvidia PhysX
(August 15, 2009)
Normal service is resumed
(October 20, 2009)
PhysX chassis hooked up
(October 30, 2009)
Real wheels
(November 02, 2009)
Vehicle shadows
(November 06, 2009)
Physics test 2
(November 11, 2009)
Smashable things!
(November 18, 2009)
Car and track animations
(December 04, 2009)
Grooves and Funks (in other words, Carmageddon texture and model animations)
(December 05, 2009)
Correct field of view - my favorite 'feature' so far!
(December 12, 2009)
Vehicles with weird numbers of wheels
(December 26, 2009)
Physics Test 3
(January 17, 2010)
Material modifiers
(January 31, 2010)
C1 text file encryption
(February 02, 2010)
Time for new screenshots
(February 07, 2010)
Special volume support
(February 25, 2010)
Directional lighting
(March 01, 2010)
Lighting with no textures
(March 01, 2010)
More directional lighting screenshots
(March 01, 2010)
Working on Special Volumes again
(March 03, 2010)
Long night of coding, making good progress!
(March 08, 2010)
Opponents are up and running
(March 14, 2010)
I love...hate...love again working on the vehicle crushing behavior
(April 26, 2010)
More screenshots of crushing
(April 27, 2010)
Bending lampposts, traffic lights and trees
(April 29, 2010)
Carmageddon Crush Data decoded
(May 02, 2010)
Gamedev with friends = awesome
(May 27, 2010)
Damage effects
(June 23, 2010)
Another physics update
(June 30, 2010)
Back in the coding zone
(August 26, 2010)
MiniMap overlay
(September 04, 2010)
Carma UI is pretty much finished
(September 06, 2010)
12:05am, working on pedestrians
(September 14, 2010)
1:25am - pedestrian animations (sort of) work
(September 14, 2010)
Pushing for a demo next week
(October 07, 2010)
The best use case for Diet Coke is for nighttime coding productivity
(October 15, 2010)
Fixed some pedestrian bugs
(October 15, 2010)
Demo is out!
(October 16, 2010)
OpenCarmageddon v1.1
(October 18, 2010)
Square Enix cares about my Carmageddon remake!?
(October 20, 2010)
Wow where did all that traffic come from?
(October 26, 2010)
Still dealing with legal headaches...
(December 05, 2010)
OpenC1 v1.3
(December 23, 2010)
Thanks for all the feedback
(January 09, 2011)
Carmageddon is back!
(June 02, 2011)
OpenC1 1.4
(March 01, 2012)