#SuperTuxKart
SuperTuxKart is a free kart racing game. It is focusing on fun and not on realistic kart physics. Instruction can be found on the in-game help page.
The SuperTuxKart homepage can be found at: http://supertuxkart.sourceforge.net
The official SuperTuxKart forum is at http://supertuxkart.sourceforge.net/forum. If you need support, this would be the best place to start.
Hope you enjoy the game.
-- The SuperTuxKart development team.
This version of STK has been modified so that when you drive around the course, CANBus messages are sent to vcan0. Some work has been done to add CAN interfaces to the input screen as well. Right now the CANBus messages are hard coded. This game was used for the Hungry Hungry Hackers (H3) CTF event in 2014.
What is working:
- Sends CANBus packets to vcan0 for every command the vehicle takes
- Has an input config screen and icon for adding CANBus interfaces
TODO:
- Accept reading from CAN to work as input to the vehicle
- Each kart should have it's own unique packets specified in the vehicles XML config
- Multiplayer support
Realistically I will not have time to get to the TODO area but that was the original goals of this project. Any questions contact craig at theialabs.com
##Hardware Requirements
- You need a 3D graphics card. (NVIDIA GeForce 8xxx and higher, ATI Radeon HD 4xxx and higher or Intel HD 3000 and higher)
- You should have a CPU that's running at 1GHz or better.
- You'll need at least 512 MB of free VRAM (video memory).
- Disk space: 400MB
- Ideally, you want a joystick with at least 6 buttons.
##Compiling SuperTuxKart
###Windows
- Install VS 2012 or later. The free express versions work fine.
- Download and install a source package - either a released package or from our git/svn repositories
- Download the latest dependency package depdendencies_for_0.8.2.zip from here. Unzip it in the root directory, so that the dependencies directory is next to the src and data directory (if you are updating from a previous dependency package, you can delete the .dll files in the root directory, they are not needed anymore).
- Download cmake and install it. Then start cmake-gui and select the STK root directory as 'Where is the source code', and a new directory in the root directory (next to src, data etc) as build directory (for now I assume that this directory is called bld).
- Click on configure. You will be asked to create the directory (yes), then for your VS version. Make sure to select the right version (be aware of the easy to confuse version numbers: VS 2012 = version 11; VS 2013 = version 12). Click on configure, then generate. This will create the directory 'bld', and a VS solution in that directory.
- In Visual Studio open the project file generated in the 'bld' folder
- Right click on the supertuxkart project in the solution explorer, and select "Set as StartUp Project".
- Select Build->Build Solution (or press F7) to compile.
Compilation with cygwin is not officially supported, but this has been done (check with the forum for details).
###Mac OS X
The latest information about compilation on Mac are on our wiki:
http://supertuxkart.sourceforge.net/Building_and_packaging_on_OSX
The Xcode project file is in /src/ide/Xcode/
, but it still
requires that all dependencies are installed as explained on the wiki.
###UNIX
See INSTALL
for details.
##License
This software is released under the GNU General Public License (GPL) which
can be found in the file LICENSE
in the same directory as this file.
Information about the licenses for artwork are contained in
data/licenses
.
##3D coordinates A reminder for those looking at the code and 3d models:
STK : X right, Y up, Z forwards
Blender: X right, Y forwards, Z up
The exporters perform the needed transform, so in Blender you just work with XY plane as ground, and things will appear fine in STK (using XZ as ground in the code, obviously).