WXX-Rebirth

What is it ?

This project aims to re-create Wipeout and Wipeout XL/2097,
based on the incredible reverse-engineering work done by Dominic Szablewski.

Legal

The Wipeout video game series [has been / is] the property of
[Psygnosis / Studio Liverpool / Sony Computer Entertainment / whoever].
This website does not host any bit of material from medias the original
game series has been delivered on. We therefore, require the end-user
of the WXX-Rebirth game project to provide original game media,
which hopefully he/she acquired through legal means (we did).

Credits

 
aybe
 
project initiator / coder
 
phobos
 
reverse-engineering
 
tigrou
 
reverse-engineering / physics
 
Xpand
 
physics
 
BeRo
 
physics
 
Mike Lynch
 
font

What's new ?

8/1/2015
- complete rewrite of ship physics (still no collisions though)
- robust section tracking
- accurate graphics : new shader that uses vertex colors and add draws shadows
- new camera
- lots of bug fixes, refactoring, simplification, optimizations

a picture being worth a thousand words, here's a video :)

6/13/2015
- emulated air moments (speed is clamped), long air jumps are much better
- added a short recovery moment after colliding, more realistic and helps wall stickiness
- spotted a few issues to fix in the next update
- implemented rolling and pitching, should be a bit stronger and still misses a proper camera
- all ships implemented and more tuning
- overall feeling has improved, differences between teams is perceptible now
- some of the track pitfalls in the original game can now be experienced !

here is a run with 2 teams, AG Systems and Qirex :)

6/12/2015
- implemented ship metrics from manual, Qirex feel tank-ish, we're mostly there !
- lowered scale to 1/1000th resulting in improved gravity
- adjusted ship height but regression introduced
- lots of simulation parameters tweaked, we're getting closer !
- some texturing issues fixed but not all ...
- internal cosmetics

6/11/2015
nearly 2 months have passed since the WebGL experiment surfaced, after porting the initial Javascript code to C# and MonoGame then later to Unity, here is the first video ever !