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VDrift

Version: 2009-06-15
Author: Joe Venzon  
Category: Simulation Rate this game yourself!   Average of 11 Ratings:4.304.304.304.30

VDrift Screenshot VDrift is a driving simulation with drift racing in mind.

VDrift is a cross-platform, open source driving simulation made with drift racing in mind. The driving physics engine was recently re-written from scratch but was inspired and owes much to the Vamos physics engine. It is released under the GNU General Public License (GPL) v2. It is currently available for Linux, FreeBSD, Mac OS X and Windows.

This game is in the early stages of development but is already very playable. Currently the game features:

  • Simulation-grade driving physics
  • Tracks based on famous real-world tracks
  • Cars based on real-world vehicles
  • Competition against AI players
  • Mouse/joystick/gamepad/wheel/keyboard support
  • More...

License: free

Additional System Requirements:

  • libglew - OpenGL extension utilities
  • libsdl - Simple Direct Media Layer
  • sdl-gfx - Graphics drawing primitives library for SDL
  • sdl-image - Image file loading library for SDL
  • sdl-net - Low-level network library for SDL
  • vorbisfile - File loading library for the ogg vorbis format
  • libvorbis-dev - The Vorbis General Audio Compression Codec

Sound: Play in X: Play in Console: Multiplayer: Network Play: 3D Acceleration: Source Available:
yes yes no yes yes yes yes


If you try this software, don't forget to come back to this page and rate it!

Submitted by Anonymous on 2005-06-19.


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Comments

[Show all 35 comment threads on one page]
[1-10] [11-20] [21-30] [31-35

  ewwww posted by Anonymous @ 70.106.191.213 on May 12 2007 10:50 PM  
you know why it says "with drifting in mind"? because whoever made it doesnt understand how the world works. i give props to the graphics, and everything else, except the physics. at first when i downloaded it i thought it might be a cool game, it was. just not how i expected it to be. i could not do a race for more than 2 minutes without running into a glitch that crashed the game. but! that was the best part. the glitches were absolutely hilarious. i laughed and laughed and laughed. tip for people who wanna laugh too, try recording a race, glitch it on purpose, record it, when watching the recording, fool around with the view controls. instant hilarity.
 
[Reply]
  Re: ewwww posted by Draconishinobi @ 89.122.167.246 on Apr 3 2009 8:50 AM 4444
lol, yes, the glitches are still there even in the latest version. Just do turn hard around a corner and hit the border and you'll go into a spinning drill maneuver, drill into the ground and into the abyss of hell.
 
[Reply]

  Great game posted by manuel.flury @ 85.94.227.248 on May 2 2007 9:19 PM 55555
Gameplay is really good, lot's of fun with this game
 
[Reply]

  Error Scons posted by Anonymous @ 213.164.214.103 on Apr 19 2007 10:49 AM  
Hello! My name is Pontus... I get this error when I'm trying to run Scons: [root@localhost data]# scons scons: *** No SConstruct file found. File "/usr/lib/scons-0.96.93/SCons/Script/Main.py", line 1023, in _main Someone might know what's wrong Please write to Xarxer@gmail.com... I don't visit this site very much... Thanks!
 
[Reply]
  Re: Error Scons posted by thelusiv @ 68.209.90.3 on Apr 19 2007 5:45 PM 55555
Either you didn't get the right package (you need the src package but only got the data), or you didn't change directories to the vdrift directory before running SCons. You might also want to read the Compiling page on our wiki for more info.
 
[Reply]
  Re: Error Scons posted by Anonymous @ 213.164.214.103 on Apr 19 2007 8:18 PM  
Well, On Vdrifts homepage I chose vdrift-2007-03-23-data-full.tar.bz2, but I only have the Data directory... hmm.. Thanks for reply!
 
[Reply]
  Re: Error Scons posted by thelusiv @ 68.209.90.3 on Apr 19 2007 8:24 PM 55555
No problem. You need to download the file vdrift-2007-03-23-src.tar.bz2, unpack it, and then move your data directory inside the directory it creates. Check out the Release Notes for links and full explanations...
 
[Reply]

  Hate autopackage posted by Anonymous @ 87.118.110.163 on Apr 18 2007 12:51 AM  
Sorry but that autopackage thing is really frustrating after all I've got to search where it spread all the files to get it removed, so much work for nothing, can't get Vdrift get working anyway to much errors to mention.
 
[Reply]
  Re: Hate autopackage posted by thelusiv @ 68.209.90.3 on Apr 18 2007 7:58 PM 55555
Removing an autopackage is simple...in the case of VDrift:
package remove vdrift
is all you have to do.
 
[Reply]

  Potential, but lacks focus posted by novocastrian @ 61.88.115.254 on Apr 16 2007 3:59 PM 333
This game is very pretty to look at. Its user interface is beautiful & has obviously had a lot of effort put into it. The in-game graphics are nice - on a par with Racer on my machine and superior to Torcs (with the exception of some of Torcs's most recent tracks & cars).

The driving experience varies greatly depending on which car you choose, and it can be frustrating going through the largish list of cars trying to find those that drive well. It would have been better, I think, to have half a dozen well modelled and well-behaved cars than a confusing mixed bag of 28.

The tracks are mostly copied directly from Racer. That's ok I guess, but it makes the game feel more like a rip-off of another game rather than something original in its own right.

What does disappoint me about this game though is its apparent lack of focus. Its title leads you to think its a game about drifting, however many of the cars & most of the tracks are not suited to drifting and the new AI drivers don't seem to drift at all. It seems like its wanting to be both a drifting game and a racing game, and as a result doesn't do either very well. It has a stack of cars and tracks, not because they fit the vision of what the game is about, but rather because those cars & tracks were available & hence they were added. "The more we have the better" seems to be the philosophy behind VDrift's artwork.

Granted, the game is still under active development with many new features in the works so its not fair to judge it too harshly. In my view its worth 3 stars in its present form, to be reviewed with future versions.

 
[Reply]
  Re: Potential, but lacks focus posted by thelusiv @ 68.209.90.3 on Apr 20 2007 12:43 PM 55555
Thanks for your comments, and I'll be the first to say that what you wrote is pretty much spot on. I'm glad you like the GUI (despite its little blemishes), I wrote it. :-)

Some of the things you mentioned like lack of polish and focus are being addressed in the next version. One major thing we are working on right now is choosing one car to focus development on for the next few months or so. Having only one car to work on will make it much easier to finish setting up a working interior/driver, and get the car driving as well as possible.

Another step we're taking is ditching the current custom-written collision detection/response code in favor or ODE/gimpact for trimesh-trimesh collisions. This should make car-to-car collisions possible, as well as more accurate collisions with objects on the track, and hopefully also movable objects in the world (like cones you can run over). We're not sure yet if every single one of these features will be in the next version, but you can count on seeing ODE in use.

The things you're saying are the kinds of things I thought about the game back in 2005 when I first found it and got involved. It's a good start, it has lots of potential, but it will take plenty of serious work to finish the idea that's been started here. We have tons of great plans and we have a good development team, but we could always use more help. If you think this game is worth some effort, please stop by VDrift.net and get involved. See also the Contribution wiki entry for more information on how you can help.
 
[Reply]
  Re: Potential, but lacks focus posted by Anonymous @ 84.56.135.189 on May 4 2007 2:29 AM  
It's good to hear, that you want to replace the existing collision code with ODE. Because at the moment, the collision detection system really sucks. For example it is not possible to rub the car alongside a long barrier in a curve. The car will get distracted first and then thrown into air in an arbitrary way. This is a very unrealistic behaviour and should not happen. I hope ODE will fix this.
 
[Reply]

  Fishtailing posted by Anonymous @ 71.163.156.246 on Apr 15 2007 7:55 AM  
Too much fishtailing.. The goal is to drift but that takes away the fun from driving around. It's like I'm driving on ice.
 
[Reply]
  Re: Fishtailing posted by thelusiv @ 68.209.90.3 on Apr 15 2007 11:12 AM 55555
Some cars drive better than others. There are also lots of ways to tweak the controls in Options -> Controls. It may help to turn on ABS and TCS (if not already), and increase the Steering Speed Effect. If you're using a keyboard to play, definitely turn on Button Control Delay, and if you still find the gas/brake/steering too touchy, increase it from short to medium or long. Generally it helps to turn on the Input Graph in Options -> Display as well.

If you're using a joystick or mouse to play, you can adjust the deadzone and sensitivity of the control by editing the assigned control. Just select the control assignment you want to change in Options -> Controls -> Assign Controls -> Car Controls, then alter the Deadzone, Exponent or Gain settings.

Hope that helps...
 
[Reply]

  If your mouse doesn't work ... posted by Draconishinobi @ 75.1.210.207 on Apr 14 2007 7:46 PM 4444
Note to all: if your mouse doesn't work, get the svn version:

svn checkout http://svn.vdrift.net/repos/vdrift/trunk vdrift
 
[Reply]
  Re: If your mouse doesn't work ... posted by thelusiv @ 68.209.90.3 on Apr 14 2007 9:53 PM 55555
If you do not want to check out the whole SVN repository, you can get by with just downloading this linked copy of mouse.cpp and replace your vdrift-2007-03-23-src/src/mouse.cpp with it. This problem only affects the source package, the autopackage does not have this problem (it did originally but it was fixed for the revised packages).
 
[Reply]
  Re: If your mouse doesn't work ... posted by Draconishinobi @ 75.1.210.207 on Apr 15 2007 7:18 AM 4444
well, I compile it from source, and in the latest version, mouse does not work. I guess it would be easier to just get mouse.cpp. But, I'm gonna download the data anyway, so why not just use svn, then 'svn update' to update.
 
[Reply]

  Better thank TORCS posted by ysangkok @ 80.63.213.182 on Apr 14 2007 11:32 AM 55555
Graphics a lot better than TORCS. Menu are nice too. However i couldn't get my steerings wheel to work. I managed to do that with TORCS. It would be nice if there was skidmarks. Also, it's not always easy do know if the motor is dead, as there is no idle sound.
 
[Reply]
  Re: Better thank TORCS posted by thelusiv @ 68.209.90.3 on Apr 14 2007 5:31 PM 55555
Your steering wheel should work fine, did you add steering wheel controls in Options -> Controls -> Assign Controls -> Car Controls?

Also, the car should stay silent when the engine stalls. The engine is not idling, it is off. I've never been in any real car that makes a sound when the engine is off. :)
 
[Reply]
  Re: Better thank TORCS posted by Anonymous @ 74.37.129.242 on Apr 14 2007 6:26 PM  
I think he means "I don't hear anything when it's idling, so I can't tell whether it's idling or dead."
 
[Reply]
  Re: Better thank TORCS posted by thelusiv @ 68.209.90.3 on Apr 14 2007 9:49 PM 55555
Re-reading it now, I think you're right. However the engine sound is played when the car is idle...so perhaps the sound is not working at all for him. If that's the case, I recommend reading this page about sound in VDrift. His sound card may be blocked or OpenAL may not be set to output to the right device.
 
[Reply]
  Re: Better thank TORCS posted by ysangkok @ 80.63.213.182 on Apr 14 2007 11:47 PM 55555

Thanks for your answers, I never expected any.

The transmission problem

The reason I thought that there was no idle sound, was that each time I started the engine in neutral (N), it would shift down to reverse (R). This was the default settings.
Now, if I did not push the speeder, it would die again. :P
I found it a little confusing that "start" and "shift down" was the same key (S).
Part of the reason is probably also that I've never tried a racing game with clutch and engine death before :P.
It would probably be easier to know that the engine died if there was a startup sound.

Steering wheel problem

In TORCS, all you have to do is go into the control menu and pull the wheel on the different options (speeder, brake, steering). This had no effect in VDrift.
I have two game controllers. Number one is a Microsoft Sidewinder Precision 2 joystick. Number two is a Microsoft Force Feedback steering wheel. Works great in TORCS.
I've tried going into the "Joystick options" menu and choosing "Steering Wheel" and calibrating, however, still no response.
I looked in the console where I started VDrift and it said:

Loading...
Loading scenery objects...............
Loading...
Loading scenery objects................
Loading...
Sound
Loading...
World
Force feedback device: /dev/input/event0
Force feedback gain: 2
Force feedback inverted: 0
ERROR: can not open /dev/input/event0 (Adgang naegtet) [src/forcefeedback.cpp:24]
Disabled force feedback.
However, it does not say that it has disabled the joystick entirely, only force feedback. Furthermore, I think it should be dealing with event1, not event0
I gave write access to both devices:
janus@Gigabob:~$ ls -l /dev/input/event?
crw-rw---- 1 root games 13, 64 2007-04-15 11:10 /dev/input/event0
crw-rw---- 1 root games 13, 65 2007-04-15 11:10 /dev/input/event1
crw-rw---- 1 root games 13, 66 2007-04-15 11:10 /dev/input/event2
crw-rw---- 1 root games 13, 67 2007-04-15 11:10 /dev/input/event3
crw-rw---- 1 root games 13, 68 2007-04-15 11:10 /dev/input/event4
janus@Gigabob:~$ id -Gn
janus man dialout cdrom floppy audio video plugdev games camera fuse
I'm probably doing something wrong here too.

I also encountered two minor problems:

Speed-o-meter problem

When I set VDrift to show the speed in kilometers/hour, the digits work fine. However, on the speed-o-meter itself, the speed is still shown in MPH. I guess you know this already.

Skidding problem

When the car starts skidding in a curve, it's nearly impossible to recover, and suddenly it starts spinning (and sometimes the car gets outside the level). I'm probably just driving like shit :P.

 
[Reply]
  Re: Better thank TORCS posted by thelusiv @ 68.209.90.3 on Apr 15 2007 11:38 AM 55555
Transmission problem: I forgot to change the default Start Engine key...sorry about that. You can change it yourself. Go to the Options -> Controls -> Assign Controls -> Car Controls menu. Find "Start Engine" and click on the "key" icon to the right of the "+" icon on that row. This will take you to the Edit Control menu for that key, and you can click Delete to remove it. Now back on the Car Controls menu, click the plus icon on the Start Engine row. The game will ask you to enter the control. Change it to A or Q which are near your shift keys but not used by anything else. Just press the desired key. Now you'll be back on the Car Controls menu, and you should see the new key on the Start Engine row.

Perhaps by the next release I'll come up with a way to prevent double-assignment. The trick is that sometimes it should be allowed, mostly for the engage clutch control.

Steering wheel problem: our control assignment is not the same as TORCS. Above is a good example of how to assign controls. If you have some suggestions to make this better I'm open to ideas. Also there is information on how to assign controls on our wiki, please let me know if you think there is information missing from this.

Force feedback: it may help to first test your force feedback with the ff-utils particularly "ffcfstress" (you can find ff-utils here). Either way, force feedback does not have to work for the steering wheel to work.

Speedometer: known issue, we want to have customized speedometers/tachometers for each car.

Skidding: I just wrote something about this in a post above, read that and also try counter-steering when you start to slide. :)
 
[Reply]
  Re: Better thank TORCS posted by ysangkok @ 80.63.213.182 on Apr 15 2007 1:14 PM 55555

Skidding problem: Yeah, I'm trying to counter-steer. Gotta learn it. :P

Keyboard problem: I got the keyboard control things fixed after I found out that if you change a setting in a menu, it won't be changed if you move to a submenu (and apply changes there). You have to explicitly press "Accept" and then go back to the submenu and apply changes there too. These are minor problems though.

Steering wheel problems:Also, I think TORCS does it a great way (steering wheel settings). I understand why Steering Wheel settings and keyboard settings are in separate menus, however the TORCS way is more intuitive IMHO.

I tried testing with ffcfstress:

janus@Gigabob:~$ ffcfstress  -d /dev/input/event0
ERROR: can not open /dev/input/event0 (Permission denied) [ffcfstress.c:110]
janus@Gigabob:~$ ffcfstress  -d /dev/input/event1
ERROR: can not open /dev/input/event1 (Permission denied) [ffcfstress.c:110]
janus@Gigabob:~$ ffcfstress  -d /dev/input/event2
ERROR: can not open /dev/input/event2 (Permission denied) [ffcfstress.c:110]
janus@Gigabob:~$ su
Password:
Gigabob:/home/janus# ffcfstress -d /dev/input/event0
ERROR: no suitable x-axis found [ffcfstress.c:144]
Gigabob:/home/janus# ffcfstress -d /dev/input/event1
ERROR: device (or driver) has no force feedback support [ffcfstress.c:165]
Gigabob:/home/janus# ffcfstress -d /dev/input/event2
ERROR: uploading effect failed (Function not implemented) [ffcfstress.c:198]
Gigabob:/home/janus# ffcfstress -d /dev/input/event3
ERROR: no suitable x-axis found [ffcfstress.c:144]
Gigabob:/home/janus#
I only have two joysticks, but I don't know if they start at event0 or event1 js_demo reports this:
janus@Gigabob:~$ js_demo
Joystick test program.
~~~~~~~~~~~~~~~~~~~~~~
Joystick 0: "Microsoft SideWinder Precision 2 Joystick"
Joystick 1: "Microsoft SideWinder Force Feedback Wheel (USB)"
Joystick 2 not detected
Joystick 3 not detected
Joystick 4 not detected
Joystick 5 not detected
Joystick 6 not detected
Joystick 7 not detected
I'll try a bit more later on trying to get the steering wheel to work.
 
[Reply]
  Re: Better thank TORCS posted by thelusiv @ 68.209.90.3 on Apr 15 2007 9:46 PM 55555
The menu is set up so that each menu should remember the changes made on a page when you go to a submenu. When you leave the submenu whether you press OK or Cancel in the submenu, those changes should still be on the parent menu. However, you still have to press OK on the parent menu or the changes will be forgotten. If it works another way, for instance if the changes made on the parent menu are forgotten when the submenu is entered, then that's a bug.

On control assignment: it's been a while since I messed with TORCS, the latest version won't compile on my Ubuntu Feisty 64 machine...but the way I remember it is that the user selects a control with either mouse or keyboard and then enters a new input. Only one input is allowed per control. In VDrift many controls are allowed to be assigned more than one input. Thus it makes more sense to have an add button rather than just selecting the control. Also it becomes difficult to support joystick menu navigation as well as mouse and keyboard with a TORCS-like method. Another method games often use is a table with columns for mouse, keyboard, joystick, etc...again this makes it difficult to allow multiple input assignments to controls.
 
[Reply]

  VDrift posted by Anonymous @ 212.24.114.240 on Nov 7 2006 10:50 PM  
Graphics look a bit like TORCS.
 
[Reply]

  Very good racing sim posted by Draconishinobi @ 68.93.91.18 on Jul 18 2006 12:24 PM 4444
The best open-source racing simulator I've tried so far. Things to improve on:

1) The mouse steering is great ... but it's still a bit choppy (even on low sesitivity settings it's hard to keep the car going straight). More fine-tuned control via the mouse would be really nice.
2) The source does not compile properly ... whenever I compile it the car floats in the air every time I start a race ... thus rendering the game unplayable
 
[Reply]
  Re: Very good racing sim posted by thelusiv @ 68.209.90.3 on Jul 20 2006 9:39 PM 55555
To address your first issue maybe we should think about making some non-linear steering sensitivity adjustments like we have for joysticks.

The problem you have compiling from source happens when VDrift is compiled using gcc4. Install gcc 3.x and then compile like this : scons use_gcc_34=1 You can replace "34" with "33" or "32" but we haven't tested with anything older than that. The effect of using this is that vdrift is then compiled with gcc 3.x instead and the floating problem goes away. We're working on a better solution, so that gcc 4.x can be used too, perhaps we'll have a fix for the next release.
 
[Reply]
  Re: Very good racing sim posted by Draconishinobi @ 68.93.91.18 on Jul 22 2006 6:45 PM 4444
Oh, I see .... well the binary works fine for now, so how do I go about "making some non-linear steering sensitivity adjustments" for a mouse ?
 
[Reply]
  non-linear mouse steering posted by thelusiv @ 68.209.90.3 on Aug 14 2006 7:54 AM 55555
This is a development goal for the next release. Watch for updates...
 
[Reply]

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