WASD to drive, SPACE to drift (power-slide). E or Q to get powerup sooner, or use the powerup that you have. SPACE to make selections on the menu, and LEFT and RIGHT arrow keys to change track select. https://turbowarp.org/1184871090 I figured I would make another attempt at this game, using a better collision system by @CodingBio, my own engine, sprite-based karts, and just trying to make it better. This does mean re-adding powerups that were working, and I don't have the finish line yet (as of June 9th 2025). However, I have shared it at this point because it was fun enough to play, and it is still much better than the previous attempt. Notable changes: - My own engine - Better collisions - Sprite-based karts - Added Lakitu - More tracks, including the fact that they are easier to add 299 views on 9/8/25!
Rainbow Road, unlike the other tracks, was really hard to add because the rainbow was one texture, so I had to re-color most of the triangles in the scene, which was a lot of tedious work. DK Jungle Parkway had a similar problem. I hope you enjoy these tracks! The blank Dolphin Engine is how I remove textures from tracks. (Load .mtl once, edit items of mtl rgb lists. Keep loading .obj) Track licenses: "Nintendo 64 - Mario Kart 64 - Luigi Raceway" (https://skfb.ly/otYuv ) by Jey78 is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/ ). "n64 choco mountain" (https://skfb.ly/pvP77 ) by amogusstrikesback2 is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/ ). "Nintendo 64 - Mario Kart 64 - Mario Raceway" (https://skfb.ly/oNz6P) by rtznbc9d is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/). "n64 royal raceway (600th model)" (https://skfb.ly/pvPqq ) by amogusstrikesback2 is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/ ). "n64 dk's jungle parkway" (https://skfb.ly/pusOF) by amogusstrikesback2 is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/). "n64 yoshi valley" (https://skfb.ly/putVP ) by amogusstrikesback2 is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/ ). "Nintendo 64 - Mario Kart 64 - Rainbow Road" (https://skfb.ly/pvLWH ) by Waffles is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/ ). Mario, Lakitu, and the track select pages are from https://www.spriters-resource.com/nintendo_64/mariokart64/ From Scratch: I used the fill solid 3D triangle block from 's 5th tutorial, as it became apparent that I NEED z-clipping for this one on solid triangles. The z-clipping is by . for the music and menu screen Power up box image is from Mario kart test by maDU59_ Triangle-sphere collision is by , found in Appel by . for the spin out sound Item images and hazard images found here: (I also found the same sheet on spriters-resource.com ) ENGINE CREDITS: Uses my Dolphin Engine Transform point, add 3D triangle, set pen color to RGB, calculate distances, and set p to xyz blocks are by . 3D projection blocks are by . The triangle filler was created by and . I looked at 's engine to find how to detect points behind camera for the binary insertion sort. FPS counter inspired by the one in by . The rotation functions used are by . The textured triangle filler is by I followed 's tutorial for sorting here Big thanks to . CodingBio's tutorials on 3D really helped me learn about 3D, as well as looking at the code in the last demo in part 5 of the series (This helped with putting some blocks in). Backface culling uses matrices as I found here: https://math.stackexchange.com/questions/1324179/how-to-tell-if-3-connected-points-are-connected-clockwise-or-counter-clockwise The culling is run after the triangle is projected to the screen. The textured filler has automatic culling based on how sprite image effects work.