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https://github.com/kvark/vange-rs

Rusty Vangers clone
https://github.com/kvark/vange-rs

game graphics rust wgpu

Last synced: 9 days ago
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Rusty Vangers clone

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# Vange-rs
![Check](https://github.com/kvark/vange-rs/workflows/Check/badge.svg)
[![Gitter](https://badges.gitter.im/kvark/vange-rs.svg)](https://gitter.im/vange-rs/Lobby?utm_source=badge&utm_medium=badge&utm_campaign=pr-badge)

[Vangers](https://www.gog.com/game/vangers) is a legendary game featuring unique gameplay and technical innovation.
The idea of this project is to replicate the old look and behavior, but with native hardware acceleration for the graphics.

You need the **original game** in order to try out `vange-rs`. The path to resources needs to be set in `config/settings.ron`.

![logo](docs/assets/logo-cut.png)

## Technology

The game uses:
- [wgpu](https://github.com/gfx-rs/wgpu) for graphics
- [winit](https://github.com/rust-windowing/winit) for windowing
- [egui](https://github.com/emilk/egui) for debug UI

The level can be rendered in a variety of ways, see [dedicated wiki page](https://github.com/kvark/vange-rs/wiki/Rendering-Techniques). The best of all is a voxelized ray tracing method, described [in our blog](https://vange.rs/2022/11/08/voxels.html).

## Instructions

The project is structured to provide multiple binaries. `road` binary is for the main game, which includes mechouses, items, and the level. You can find the binaries produced automatically in the [releases](https://github.com/kvark/vange-rs/releases).

```bash
git clone https://github.com/kvark/vange-rs
cd vange-rs
cp config/settings.template.ron config/settings.ron
edit config/settings.ron # set the game path
cargo run
```

Note: leaving the `level=""` empty in the config would load a flat boring debug level.

Note: with `backend="Auto"` the engine tries the available backends in this order: Metal, Vulkan, DX12.

Controls:
- `WSAD`: movement in the game, rotating the camera around the car during the pause
- left shift: turbo
- left alt: jump
- `P`: enter/exit pause for debugging
- `R`: reset forces and orientation of the mechous
- `<>`: step physics frame back/forward during the pause
- `Esc`: exit

game

### 3D model viewer
`model` binary loads a selected "m3d" from games resource to observe.
```bash
cargo run --bin model resource/m3d/items/i21.m3d
```
Controls:
- `AD`: rotate the camera
- `Esc`: exit

item view

Without the argument, the viewer shows configured car and debug collision info:

mechous debugging

### Level viewer
`level` binary allows to fly over a level with free camera. Useful for debugging the level rendering shader.
```bash
cargo run --bin level
cargo run --bin level -- resource/iscreen/ldata/l0/escave.ini # load menu
```
Controls:
- `WSAD`: move the camera along X-Y plane
- `ZX`: move the camera along Z plane
- `Alt` + `WSAD`: rotate the camera
- `Esc`: exit

level view

### Converter
`convert` binary is a command line utility for converting the game data into formats that are more interoperable. Please see the [wiki page](https://github.com/kvark/vange-rs/wiki/Resource-Converter) for the usage instructions.