A Playdate port of wipeout-rewrite by phoboslab
So far, it is hard-coded to show the attract mode for one ship on a time trial. All graphics are drawn in a simple wireframe mode.
This repository does not contain the assets (textures, 3D models etc.) needed to run the game. See wipeout-rewrite README.md for more details.
Assets should be placed in the /Source
directory, for example:
./Source/Track01.wav # optional background music
./Source/wipeout/common/allsh.prm # ships
./Source/wipeout/common/alcol.prm # collision
./Source/wipeout/track06/track.trv # track 06 vertices
./Source/wipeout/track06/track.trf # track 06 faces
./Source/wipeout/track06/track.trs # track 06 sections
./Source/wipeout/track06/scene.prm # track 06 surrounding scenery
Example: from input.mp3
ffmpeg -i input.mp3 -acodec adpcm_ima_wav Track01.wav
mkdir build
cd build
cmake ..
You need to install clang: https://learn.microsoft.com/en-us/cpp/build/clang-support-msbuild?view=msvc-170
In visual studio:
- In the Solutions Explorer within Visual Studio, select the target with the project name, not a meta target.
- Right-click and select "Set as Startup Project"
- Solution Explorer->wipeout->(right click)->properties->General->Platform Toolset-> LLVM (clang-cl)
cmake .. -G "MinGW Makefiles" --toolchain=C:/develop/PlaydateSDK/C_API/buildsupport/arm.cmake
then
cmake --build .
or optionally:
cmake --build . --config Release
or
cmake --build . --config Debug
Use the integrated Playdate Simulator Tasks for building and running
Use the make
command to create a wipeout.pdx bundle. See section on Assets above
License - same as wipeout-rewrite
There is none.
This code can NOT be used to make a commercial release of Wipeout for Playdate. It is intended only for building and running on your own simulator or device. See wipeout-rewrite README.md for details