🌎Stunt Rally Homepage - Download links, track & vehicle browsers etc.
⚙️Sources - also for bugs & Issues, pull requests, etc.
📚Documentation - inside docs/, Information on many pages
🖼️Screenshots - Galleries from all versions and development
💜Donations - financial support
💬Discord - Community
🪧Reddit - r/stuntrally/
github discussions
Matrix chat room: #stuntrally:matrix.org
🏛️New Forum - Discussions, Tracks, content, how to join info on top.
📜Old Forum - archive
Stunt Rally is a 3D racing game with own Track Editor.
Works on GNU/Linux and Windows.
For cars the game has a rally style of driving and sliding, mostly on gravel and loose surfaces.
with possible stunt elements (jumps, loops, pipes) and generated roads from 3D spline.
It includes many Sci-Fi vehicles and different planets🌌. Even surreal locations.
All tracks and vehicles can be browsed on website.
SR 3.x is continuing old Stunt Rally 2.x,
now using Ogre-Next 3.0 for rendering and VDrift for simulation.
Documentation is inside docs/ dir.
Stunt Rally 3.1 features 229 tracks in 41 sceneries and 33 vehicles.
Game modes include:
- ⏱️Single Race (with your Ghost drive, track car guide), Replays,
- 🏆Challenges, Championships, Tutorials, (series of tracks)
- 👥Multiplayer (info here, no official server) and Split Screen, up to 6 players.
The Track Editor allows creating and modifying tracks.
Full features list here.
Changes and new features in changelog.
Esc or Tab - shows/hides GUI.
Quick setup help is on the Welcome screen, shown at game start, or by Ctrl-F1.
- Use Ogre config dialog before start to adjust Screen resolution, etc (start with
cfg
argument will show it).
OpenGL 3+ Rendering Subsystem is recommended now,
but Vulkan seems better on Windows with integrated GPUs or laptops. - Open Options to pick graphics preset according to your GPU and do restart.
- Open Options tab Input, to see or reassign keys, or configure a game controller, info here.
Game related Hints are available in menu: How to drive, with few driving lessons.
Have fun 😀
If you have problems at start, check page Running.
All settings and logs are saved to user folder, see Paths. It is also shown on first Help page.
F1 (or tilde) - shows/hides GUI,
Tab - switches between Camera and Edit modes.
Press Ctrl-F1 to read what can be edited and how.
There is no undo, so use F5 to reload last track state, and F4 to save it often.
After each save, track can be tested in game.
If needed do manual backup copies of track folder.
Tutorial page has more info and few new videos.
How to compile project from sources:
- On Linux is described in Building (Debian based). Provided script should do it.
- On Windows in BuildingVS (difficult), manually building all dependecies from sources first.
Before reporting bugs or issues, be sure to Read before posting (or the old one) topic first.
Then create a new issue on github (if not present already)
or a topic on New Forum (if already joined, how to).
Other way is to use: Discord (also for chat), Reddit or github discussions.
Help and contributing is welcome.
If you'd like to contribute, please check Contributing for details.
Details in Roadmap with few missing features, known issues, and future ToDo plans.
General info with some details for SR3, its sources and using Ogre-Next is in Developing.
Sources have emojis, this file has all, with quick components guide etc.
Stunt Rally 3 - 3D racing game, with own Track Editor
based on Ogre-Next rendering and VDrift simulation
Copyright (C) 2010-2024 Crystal Hammer and contributors
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see https://www.gnu.org/licenses/
The license GNU GPL 3.0 applies to code written by us,
which is in src/ dir, subdirs:
- common, editor, game, network, road, transl
and modified, subdirs:
- Terra, sound, vdrift
Libraries used have their own licenses, included in:
- btOgre2, oics (modified to tinyxml2)
- OgreCommon (modified slightly)
- in src/vdrift/: half.hpp, quickprof.h, Buoyancy.h, unittest.h
For Media (art, data) licenses, see various _*.txt files in data/ subdirs.