In 2025 I started my own fork of “M.A.R.S a ridiculous shooter”. A fun packed, 2D spaceship flying game with weapons and bots. I added new features including: 16 weapons, asteroids, turrets, few gameplay elements, ship controls, more options and scalable GUI.
📂Sources
Located here. List of my changes in changelog here.
📜History
I played M.A.R.S. when it was still active last, in 2011 (back then we were very busy with Stunt Rally). I liked it instantly, it was a lot of fun and indeed ridiculous, hilarious to play. It reminded me of my oldest space games for 2 players, from around 1995 or so. Screens visible on this image on right, top under “2 player space games”, more info about that here. My small games were also ridiculous, first even hard to play. Later were easier and more fun, while still having wrap around (cyclic borders, e.g. you fly out right, you appear on left), something normal for me for 2D space games. Was even present in the earliest game from 1962.
📝Motivation
While I was recently developing Cave Express (after I stopped Stunt Rally development), I realized that adding new gameplay elements in it is rather complex, due to its mutiplayer server-client architecture. I then remebered about M.A.R.S., that its code was much easier, and thought I could add some things and change that project too.
I checked out its sources again, and it got back to me why I didn’t do this years ago. I really didn’t like how the code looked like, but regardless I now developed it. I was asking myself a few times “who writes code like this”, obviously a retorical question, authors are known. Also this is a FOSS project, it’s not for complaining, but about what can you do to improve it. After a while I did also change the code formatting, probably a lot.
The project was abandoned since about 10 years by original authors. Later it was moved to github. Had a few contributions by others. I have also noticed 2 recent forks. I saw there were also memory issues (leaks) and people fixing that. Not sure if completely, but I did also include some of those fixes in my fork.
🔍Details
Nothing was changed in game or gameplay since the original project. I started with that. I had many ideas. The easiest for start was changing weapons and then adding new. Since spcaceship was controlled by only 3 keys (turn left, right and accelerate) it made flying funny, but also quite awkward and unprecise. I then added accelerating sideways, backward and boost. Then also turning and aiming by mouse pointer, which IMO improved flying and aiming a lot.
While learning the source code I also discovered few unfinished things, and realized that maps could have different scale rather easily. Fortunately code was written well, so with my changes, bots (AI players) mostly still play well. By the way of adding scale and different map sizes, I added plenty of other options on GUI sliders, which were easy.
By the way of developing I was also changing formatting, cleaning the code, making it somewhat easier to extend, in game settings and GUI layouts. I made GUI scalable (and fixed that one issue). It was one of those things that needed changes everywhere in GUI code and much testing after too. All because GUI wasn’t written like that from start.
Probably the best thing in M.A.R.S. is its particle system, and the fact that each particle can be affected by gravity. It has its limits of course, I think on my PC game slows down (below 60 Fps) with above 60 k particles. It only has sphere collision shapes. Maybe it could be parallelized on CPU. But after seing collison code, I don’t think for GPU, it has to many conditions etc. It would also be difficult to improve, and maybe even not needed. It looks good and detailed already. Still, a recent, well made GPU particles system can handle million(s) of particles. I’m almost sure using Box2D library for collisions would give much worse performance (on CPU), but it would make it easy to have different collision shapes.
➡️Conclusions
M.A.R.S. is a small but very fun driven game. But I guess it’s likely old and not popular. I think I made it even more fun, by adding new game features and more options for maps etc, making it playable for longer. Surely I have more things for it in my ToDo, which I may even not start implementing, well it’s called “to do” for a reason.
I also recomend M.A.R.S. as a cool C++ project, rather small and not too difficult. It should be okay for beginners, to tinker, change, learn and practice while having fun. In my fork with my changes IMO code looks more readable and recent now. After all M.A.R.S. was originally made in 2010-11, and C++ syntax has improved a lot since then. Well at least it was and still is for me a great way of learning programming, in (FOSS) games. Of course learning from tutorials, books is more efficient and doing own projects. But at some point everyone has to learn from code written by others and be able to deal with that.
🖼️Gallery
Screenshots from game, grouped with some info in filenames:
In 2025 I did contribute to CaveExpress. A nice 2D flying game. I made over 60 maps and many changes including gameplay and particles.
📂Sources
Located here. Changelog with mostly my changes for 2.6 here.
📜History
Long ago in the 90s, as a kid I did play the DOS game Ugh! untill end and I liked it.
Still in the 90s I did program a simple box flying game with a sinus wave below, for 2 players. Hitting each other for score. It’s even visible here on 1st screen under VGA 320 x 200. I even did start programming something similar to Ugh, it was called by me: Fly&Ants (also on screen here, far right side, middle row). It was meant to be Ugh style, of flying in 2D, but with a fly🪰 (looked more like a cow), that would transport ants🐜 between huts on trees. Yeah, it didn’t last long, but was a very nice demo. It featured a couple of new gameplay ideas: a cloud with rain🌧️ that pushed down, it had a thunder with lightning🌩️ sometimes, that could hit player. You could dive under that tree. And there was a new fountain⛲ with many particles. Including a type that was auto aiming at player. It did push away and you could float when directly over it. Also made scenery wet.
📝Motivation
In 2015 I played CaveExpress, probably not long after it was made. I liked it, but I missed more of the style of Ugh gameplay, and flying was slower too.
In 2025, after years of being busy developing Stunt Rally and making a break from it, I played CaveExpress again, it felt a bit short. And I realized I can improve many gameplay things. The game is available on smartphones and in web browsers. Thus I think it was easier and slower for playing on smartphones with touch. IDK, didn’t try, I don’t need or own any😁. This felt less playable for me on PC, and also when compared to old Ugh. CaveExpress also features this new gameplay with box packages, to fly them to crusher (target). It has about 90 levels with this type. But had just a few with the Ugh type of transporting people between platforms (called Taxi here).
🔍Details
I first started by recoloring the existing Rock and Ice themes. IMO those were a bit dull and lacking color. I used Krita with many color or Hue curves. I didn’t know if it will be enough. But I did so turn brown Rock into green Jungle and gray-white Ice into orange Desert.
I looked around source code, to change gameplay to faster, and started commiting a lot of changes into my fork. I think I did make first PR with those 2 new sceneries. I saw some commits still, but didn’t know if after 10 years the original author will be still available or willing to change anything in the game. Yet it turned out great, even better than I expected. We quickly got into discussion and I did finish many changes this way, which went into original project repo. I also did a few bug fixes.
Details are in changelog at end, almost all (for 2.6) are my changes. I did make some smaller and nicer particles for snow weather, rain, wind, etc. I think less particles were meant for smartphones, but on PC having way more is not a problem and looks better.
New sceneries also inspired me to create many (64) new maps. Some were based on Ugh levels (all Taxi type), others my original ideas. Now with 4 themes total, mixing them in one map, also made some maps more interesting. I also made a separate series of 24 letters (a few were already in Ugh), an original Desert series with pyramids and couple of mazes, a series of Races on big maps (including flood escapes) and Villages with both taxi and packages at once on map.
➡️Observations
I still have some new gameplay ideas to do, on Issues tab. Will see if I get them implemented. One more thing I’ll mention is CaveExpress source code. Many classes and interfaces. The game features multiplayer and this (I think) made the code more difficult (to read, understand and develop). I need to figure out how to implement things the way it requires, by sending messages, or doing things on client versus server side, even if it wouldn’t be needed at all for local play. Box2D is used here for physics and collisions. I liked this popular library, and now I finally had a chance to look at code using it. So it is definitely a good C++ learning experience. And for contributing too, since I usually just develop my own projects. Lastly a nice break from the demanding, 3D, black hole of a project that Stunt Rally is.
🖼️Gallery
Screenshots from game, and editor below, usually file name has map name.
Well it’s probably time I write something about how this goes, it’s been months already. I took about 5 years break from old Stunt Rally. I was occasionally playing and enjoying it, but also ignoring any flaws, and thinking hard not to get into developing it again more (well that’s also the way for any commercial software).
Forum Q&A👥
In January 2022, I started thinking of checking out the new rendering engine Ogre-Next and posted on Ogre forum my topic with many questions to get more knowledge about it’s state. I has been developed (and used) since years (probably 2015 or so) but I haven’t seen few key features like: Gui, fog, old plugin for grass, no demos for particles or water etc. Old Ogre had plenty. Ogre-Next had many, but not the very broad palette of game related components.
Terrain Demo⛰️
Shortly after I gave it a try and started a small demo (sources here) with nature scene. I was quite surprised by performance, how high and smooth Fps was with lots of vegetation. Contrary to old vegetation plugin we still use in old SR, which was also the worst thing, causing lags and delays while driving. But back then even fog wasn’t part of engine and had to be added with some knowledge. Luckily new Atmosphere component for fog and sun was made not long after.
No Gui
Since there was no working MyGui fork (was earlier) and all else was difficult, I didn’t move much further. Even though Ogre-Next is still technically Ogre, about half of everything in code changed. Even using terrain was completely different as the system was new. It was good since it has better performance but it also meant a lot more trouble to use it and later port Stunt Rally stuff into it, and we have an editor for it too and own custom blendmap I made with noise.
Continued
Half a year later in October 2022 I got back to my terrain demo, which was based on Ogre-Next terrain sample. Sources for it are there and I even made a gallery, it looked cool.
Gui🪟
I also managed to build MyGui with Ogre-Next (forum topic) and with some help continued its fork, after some trouble later, it was fixed and started working well. This was likely the key point to start porting SR, while also knowing particles work, and my demo works smooth with better Fps and no lags for vegetation.
SR3 start🚗
I then started porting SR still in Oct 2022 and calling it SR3 (3.0 was also latest Ogre-Next version). First by disabling almost everything in old SR code and making it build with Ogre-Next. Then by slowly restoring stuff one at a time and I mean really slowly.
Restoring stuff🌐
It took months and literally almost everything was causing trouble or not working at first in Ogre-Next. It’s like normal developing, I mean I code then test and fix it to work (yeah the old way, no unit tests, seriously). On top of that, there were few annoying new bugs due to how Ogre-Next works and needed something extra to fix, what was already working normally in Ogre before.
Fast forward⏩
In Feb 2023 MyGui started working and could be used in SR3. Worse still, during my endless forum topic we found many bugs in Ogre-Next too. It’s like half of my problems end in one. A bit disappointing TBH, but that’s the way with software nowadays. It’s buggy and needs updates constantly. Which brings me to support aspect. If it was great I wouldn’t mind. And mostly it was, but lately I’m waiting 1-3 weeks for response and have many ongoing issues and unanswered questions. It’s a pity that it’s just (putting all contributors aside) mostly a one man’s project. Kind of like with SR too, especially after that one year when there were more programmers.
Water🌊, Effects
Last major features were: water and effects (like SSAO), probably the biggest thing. Worse still, it wasn’t developed by me, but mostly by scrawl (and others) back in 2013 or so. So I had to redo another thing in Ogre-Next by myself now. It was difficult but good learning experience. HLMS shaders, are big, complicated, have lots of code and variations, and yeah it’s much more difficult than just using a shader editor and putting together blocks or just installing a water add-on. We still are missing a few essential ones like: soft particles and HDR with bloom, that old SR had around 2013 already.
📊Other engines
Well this section might be of use and have some info. Not just SR3 history like above. Meanwhile I did think about other engines and shortly looked at 3 of them. There is a big list on wiki too. And I did recently write a tutorial page on CG graphics its Engines section could be better too.
This is my personal view, and let’s keep in mind that I did look at them after SR was already made (took 5 years) and it has its own track / map editor made by me. It is FOSS too.
Unity
Bit older than UE I guess but also a huge hub for commercial stuff. Even the tutorial mini game had paid crap one could buy for it. That’s really the first thing that pops out instantly for me. I do hate commercial stuff. I guess you could find something “free” but its like looking for free money in city, roughly for me. It will only be a free commercial for paid stuff. Sure you can find stuff made already like rivers, vegetation and what not but given that this has a price, it’s instantly not for me. And it never has any other license than “you can only use it for Unity”.
UE5
This thing certainly got on my nerves. Turns out I don’t even have a PC for it. I started by trying to download. Nope, you need to get full sources with deps and then build them on Linux. I tried few times before I realized this needs over 100GB to complete IIRC. Yeah my SDD with OS is still just 128GB and the one new I got has just 512GB and doesn’t really have that much free space.
Whatever, the next thing was a real killer for me. When it finally started (after building for hours) it showed a tiny logo with a tiny text showing that it needs to build shaders, over 4000 of them. I can’t even. And it did compile them on like 6 CPU cores for 30 minutes. Seriously WTF.. and I don’t even use this term. I don’t know for sure, but it wasn’t just once that it had to do this. I remember few times that “building all shaders” time waste, possibly even on each new project created or so.
Well then I realized my PC (with 12 year old CPU) isn’t even in same era, UE5 would need you to first spend a lot of money for PC with latest hardware.. to probably still take a long to even start. Needless to say it is also a huge hub for commercial add-ons etc.
If we look at SR which has over 200 tracks already and on average 1 of them is just 5MB, not GB we can see the huge gap. One demo in UE5 was 100GB.
Godot
I was pleasantly surprised to find waterways plugin for rivers and also seeing it’s MIT license. Feels like the proper way of doing stuff for FLOSS software and games like SR3. Would be nice to have it in SR for sure, but at least I can learn from it and even use sources if I ever find the time for this. Well, getting back to Godot, it’s big, I don’t have much of experience. It has its way of doing things and may be even extended. But let me sum this all up next.
Common
So let’s end this quick look around. Each game engine has lots of stuff. And I can’t even judge how long would I need to learn it, to estimate how long it would need, to port SR to it (any engine). And how would loading tracks look in it, or how much more complicated editing them would be. I’m pretty sure it’d be a waste of time and effort. As for game simulation, I guess I could build as a DLL or something to run in it, but that just doesn’t feel right at all. I mean what for, so that I could use engine’s features sure, but I’d need to waste a lot of time (in total) for starting it, clicking everywhere, etc. Lastly learning its issues and their solutions. Every big engine has something specific to it and problems with some things for sure. Meanwhile I already had a lot of code written to do what and exactly how I wanted it to be, e.g. editor for creating SR tracks.
🟢Ogre-Next
❔Is it good for you?
Obviously it depends. It is a rendering (by rasterization) engine only. So contrary to the game engines listed above, you don’t get anything beside rendering, i.e. no physics (e.g. bullet), no sound (e.g. openal), GUI, scripting, network etc.
It is for advanced users / programmers. This means you need advanced programming skills to use it fully. Right now I also believe it means you need to find bugs in it yourself too. Surely there are some still and the more I use it the more I find. And I’d expect it to have none OFC, sadly that’s not possible.
There is documentation for it, but I can’t say it is covering all topics you might need. Some features I needed later had solutions that needed to be found in older forum topics. This wasn’t easy since they’re old and I don’t know if it’s still valid and there is also plenty of unneeded text in posts. And support? Yeah it’s nice and great when it happens but otherwise you’re left alone with it. I also can’t say it’s popular. Seems it was much more earlier around 2010 and also the Ogre 1.x version is still more popular.
Good things last, it surely has many features, modern ones too like few types of GI, HLMS shaders, etc. It is low level, meaning it can give you more control and optimization. But I don’t have any comparison here, I haven’t used any other just older Ogre. Surely there are others, eg. bgfx.
✅Why I use it
The biggest reason is really simple. I made SR in Ogre so moving to Ogre-Next sounded like least effort. Surely old Ogre changed and I got myself stuck to shiny material generator which again scrawl wrote back in 2013 or so. Meanwhile RTSS shaders got better in Ogre, and lately even got auto instancing. I decided to skip all that and make a bigger step, biggest possible for better hardware and that was using latest Ogre-Next. Even with few things or components missing. It also featured auto instancing by itself which I liked most, secondly the new terrain has less batches too (more performance).
I’ve spend over 1 month in total, exploring the Unreal Engine 5.3 on Linux and gathered some opinions about it. I’ll say upfront: I don’t really like it and this version is not even fully working on Linux. And no: I will not make or port Stunt Rally to it, I know for sure now. This isn’t a strict tutorial, but my gathered experience, many complaints, with some useful links. UE like other big, comercial, modern engines has even bigger issues. I added a chapter at end with them and more links.
📂Gallery🏞️
Short gallery with showcase here. Long gallery with many more things shown and including visible bugs.
✍️Motivation
Well I have been using Ogre rendering engine since about 2007. Over a year ago moved to OgreNext, which is even less popular. I can simply say there is just one person (the developer) who is able to, and does usually answer my questions, or fixes issues.
Naturally at some point I wanted to get at least a basic knowledge of other engines. Since they’re so highly popular and have big forums and communities. And get my own opinion, also regarding what’s best for Stunt Rally (rendering only since we already have simulation and even own track editor).
I made 3 initial choices due to highest popularity: Unreal, Unity, Godot. I did already check them in 2022, and wrote a little in my Rendering “tutorial”. But ultimately for me, Unity died a sudden death due to their freaking license changes (which shocked lots of developers and made them move). I did check out Godot and so far its best demo for terrain and nature, and it didn’t seem too great at performing there. Which seems also a popular opinion that it doesn’t handle big 3D scenes that well.
So, the goal was not really to move SR to any of them. It was to assess if that’d be even reasonable, and logically prove that it’s not (even only for rendering purpose). Last and quite important reason was to learn “the other side”, new effects and technologies, and know what would be possible to achieve in SR too (someday).
📜Earlier try
I did try UE on my old PC. Back then in 2020, UE5 had to be built from sources on Linux. Took me like 50 GB of space to download. And few tries to finish, as there was no info (and I had a small SSD). Then few hours to even build. Lastly at start it took 30 min to compile over 5000 freaking shaders. So ugh, yeah, clearly my PC was too old for UE5. I did try later after I bought a new PC. It does still need 5 min for shaders now. And that’s needed when major options are changed. Still, my impression is that most people would need to buy a new PC to use UE5, unless they already got a new gaming PC. It is really demanding on hardware.
🔍Observations, my issues
Of course, these are specific to me, using it on Linux. Also to what I was testing: for Stunt Rally try, so in 3D, mainly for driving cars, on gravel and for stunts. Also I didn’t spend years using UE just maybe over 1 month total. I could be wrong, or assumed something using my anti-commercial logic, or just didn’t care to investigate longer.
I list here all my issues I had using UE5.
UE is a big commercial hub, feels like a shop. Not for true FOSS projects. Lots of assets, meant to be used for Unreal projects only. Nothing is CC Licensed. They also have own binary file format for everything, only .ini readable for options. I did import e.g. trees from .fbx (which can be exported from Blender) but that needed more work, making materials later.
Aimed at Windows and making big profits. Obviously if someone paid for Windows, they’re more likely to pay for its software. Linux is the least popular so least supported.
Not meant to be used on Linux only. Nothing can be downloaded, as this needs the freaking Launcher application which has only msi installer. Even their demos don’t support Linux, e.g. this and that. Thus IMO they don’t fully support Linux, just wanted to add it to platforms list, as only the engine works but not the rest of their ecosystem. The Quixel Bridge is also not working at all. I don’t care about that integration, to add assets directly to project content. I’m a fan of simple download buttons or repositories. But big companies progress by buying other companies and so “improving”, which is also a way to be more monopolistic.
Editor GUI. IMO it’s utter garbage and a mess. I wouldn’t enjoy using it daily. There is a “magical” way to scale whole GUI. But no real options to choose font sizes, icons, themes or other visual stuff. Seriously, in such a big editor, used by so many people every day? Sounds like a joke to me. I can’t take seriously any* programs which don’t allow user to (at least) change their theme and font size. *even small, but except my own. I have made my own themes for every software I used for longer.
Tons of properties, written in same tiny, plain text, no idea which important, no icons for settings or e.g. even colors or bigger fonts for more important/significant ones. No way to bookmark properties or settings to know which I want to remember easily. Should I like write them on paper or something like in middle ages, or remember all that? Some have tooltips (white) with decent text, some very little. At least the worst stuff is bottom in properties usually. And the (rhi) statistics texts are even smaller and less readable. I made my own Fps and statistics bar in SR and it has few detail modes now, medium size font, and even coloring from value, if it’s red that’s bad.
Editing terrain. Seriously cumbersome. If you ever seen or used Stunt Rally Track Editor, it should be pretty clear what I mean. Sure, I wrote it myself so it has what I find best already. I mean using just mouse wheel to adjust brush size and force. Also having keys that increase those. Then plenty of terrain brushes to choose from. All brushes using floats and computed for needed size. I could go on. We made over 200 tracks just using those tools. Seems like UE doesn’t care much about such tools. There are some other software programs (big and commercial too) that will make a terrain which you can import instead of editing. BTW I saw no way to import raw float heightmaps which we use since years for best quality.
Gizmo. Well it may be my personal hatred for that thing. But how am I supposed to drag that one axis if it’s covered by another. Probably need to focus, rotate around or use ctrl, meh. We don’t have a gizmo in SR editor, yes it may not be obvious how you’ll move etc, but you’ll always be able to do it, directly from anywhere.
Physics. I’ve seen some opinions on internet that it got worse in UE5 (has Chaos), from UE4 (had PhysX) if I got it right. So far I had plenty of sudden car jumps because of what looked to be normal wheel force from contact, getting weirdly high. Also had some sudden object jumps, flying far very quickly. All not looking good or real, seems like an unstability. I did increase substeps and decrease interval to get better simulation at high speeds, and I did surprisingly fix that wheels wobbling suspension. I could drive even over 600 km/h in big glass pipe loop and 450 in smaller one. That’s probably the only thing better than in SR with Bullet physics, but I’m still using old version and didn’t try new in years.
As of UE 5.3 which I tried, I was not able to turn on Nanite at all, and neither HW ray tracing. And those are UE’s biggest, prominent features. I used Debian 12 and AMD GPU with Vulkan. Saw some post that 5.4 could fix it, maybe.
Lumen software reflections. Man, those look laughable. I guess most would use HW ray tracing now or in few years. But I’d rather have my own cubemap rendered and used for other parts too. Instead of looking at Screen Space Reflections (a recent disease) or those blobs (done by Lumen software reflections) when screen space didn’t cover. Plus I’ve never seen car underside reflected properly here. Lastly I tried adding reflection captures and thoses didn’t work. Could be my fault, whatever.
Many effects are iterative, updated partly over time, and so they work best when not moving. E.g. volumetric fog lit from car lights, is moving inside car when driving. Reflections also have some noise, changing pixels. Global Illumination with Lumen, also does fluctuate and spread unevenly over time. Sure, it’s new technology and best if it didn’t melt GPUs doing impossible today. But it feels to me like these are just targeted for those indoor furniture designs and static shots, not games.
Many things even vehicle parameters need that Compile pressed after changing, then running to test. Really not convenient. The default vehicle simulation is completely nonsense. I guess it could be good for basic arcade games. That’s to be expected. Can’t touch dedicated C++ code for vehicle simulation like VDrift or even RoR with deformation. I found an older UE4 vehicle simulation, whole made with blueprints. Is good to learn from, didn’t feel great to drive though, but I’ve spend not much time with it.
Lots of thins are still done from console with typing commands. I guess no need to add them to that pile of unrecognizable settings list yet, probably translated though. But on the up side, there are plenty of options to customize for sure.
Crashes. Last but not least. IDK if it’s just because I use Linux, or Vulkan, or AMD, or their drivers. Doesn’t matter, either way I had many UE crashes. Luckily I didn’t loose much, seemed to be at end mostly. Still, not a good sign, not for stable software, not for daily use. Also seems to me like UE is favoring NVidia GPUs or maybe they have better hardware ray tracing, IDK and don’t have time to investigate. Ah and trying to start profilegpu did reset my PC instead.
Whenever you change key options it will be building over 5000 shaders again, which takes for me 5 min. And Package project at first takes like 30 min, but later it does much faster even less than 1 min. There are slow downs of like 5-15 sec whenever you save a material etc, there are structures in UE that need to be rebuild and this a slow delay when editing.
🎛️Blueprints
Quite a lot of stuff can be done using Blueprints. There are games made just using them. But then you’ll be dependent on them, which means no full control over what’s happening, and just doing what others tell you to do their (commercial) way. There is no avoiding blueprints, even with C++ code. Another thing is that the list with blocks in blueprints is again huge. Here even a video with main ones. So usually you’ll have to type more to find a block. Even if + or * etc is enough to get simple operations, that’s still just ridiculous for me as a programmer to put a block and connect those lines to it, instead just typing + in code. But yes, they’re easier to understand for non programmers. Still, I felt like I didn’t know how to do anything at all, when I was starting with blueprints. So it’s not like those were easier to start, just less to set up (no external IDE, compiler). Lastly big, complex games would require a lot of code, which in blueprints means few times more clicking connecting, picking blocks, to me it feels like slow playing with toys instead of developing. And then area is huge, also hard to find stuff, lots of moving around and zooming. Sure there are comments, same as in code. But much more code can fit in text editor. And it doesn’t go both vertical and horizontal (when done right). Doesn’t need zooming. I find code easier to navigate (definitions, references) too. All can be done faster by keyboard.
There is a cool webiste with lots of blueprints here. One good part for blueprints (similar to scripts) is their safety, since they show errors, won’t break, etc. While code can crash, corrupt memory, loop infinitely etc. And could take more time to build and test too.
❌Why not
While there are some apparently good things about Blueprints, e.g.
it’s easy to get stuff done (or find how to on youtube, since they aren’t convenient and there isn’t much help in UE)
easy to see how stuff is made (until they get too big anyway, just like code)
no need for using their old C++ (I still prefer to write code, not play with blocks)
I see a bigger picture here. Since this is UE-only thing, once you get used to their blueprints (too much), you won’t want to use other engines, right? Secondly, the easier it is to start with UE (using blueprints), the more people will use UE, so more profit. Perhaps it was also another way of doing stuff, added as alternative to their old, specific C++, which I’d surely dislike using.
☑️ Somewhat good parts
At least good at start, because I end them with a view that’s bad. For me UE was only good for observing and learning some new things, I won’t be using UE myself.
A lot of stuff working already. But as the saying goes: if something is good for everything it’s also good for nothing (i.e. not great for anything particular). Also if you wanted a change in their sources then it’s a huge amount of it to even grasp (like 50 GB total). And more games using UE will mean more will look the same due to its technology.
Plenty of (free) Plugins. Even fancy things like Niagara (3D smoke and fluids simulation, rather not for my/current hardware). But Water is still Experimental (yet essential), and I had some bugs with it (underwater fog was bad at times, even white flashes, then after publish it was at random level above sometimes). Very many plugins are also in Beta and version 0.1. Seems like it’s still too early. IDK maybe UE5 is still too young. I’m obviously only considering free plugins.
Useful modelling tools included. E.g. video. Can quickly edit and draft a scene with basic models, already inside UE. For me not needed, as we already have our assets, and tracks made.
Many possibilites to generate and place stuff (meshes, vegetation etc) with PCG. Still, those are rather new UE features. Which I’d expect much earlier. E.g. someone using UE4 didn’t have them, years ago. And frankly, in Stunt Rally we had automatic vegetation placing and road generation with LODs since the beginning in 2010.
Can move camera with W,S,A,D and Q,E, that’s cool, even bookmark places. But I didn’t find a way to change the speed by keys, and sliders don’t allow any values just predefined, IDK.
Plenty of debugging view modes and visualizations. Well the rendering engine is very complicated and “heavy” (high HW requirements) so these will be needed to optimize, probably even if you don’t want to. A very good (but older UE4) video series pipeline bottlenecks, passes.
Seems like Visual Studio is again default for C++ but at least VS Code is supported. So my setup with clang and VSCodium won’t work. And OgreNext supports clang officially. UE C++ is also in its own style. Quite old, not even similar to new C++ versions. All variables used and methods use big letters. Video here. Yes it’s a matter of preference (or getting used to) but yeah I dislike this too.
Many resources to learn from. Still those are commercials for Unreal and their addons etc but if you filter this out and ignore, then there can be plenty of useful, or universal information to learn in general.
UE is definitely huge and complex. With high popularity and big community it’s easy to find solutions to problems. But that doesn’t mean less problems. Actually I found many topics on forum which didn’t solve anything and seemed like unnecessary distraction, like from people not knowing English not only UE. Surely it was easy to find out why I got gray models after Packaging, but why on Earth weren’t shared wrap samplers the default, causing this issue. I think there is a lot of detail to be known to get UE working for any project.
⏳Summary
Well definitely you can learn a lot, not only from using UE in practice, but also from that big number of videos either in their playlist, or lots of other videos from creators around UE. There is also a decent amount of documentation. This can help when starting or using UE, but also for getting information on various subjects around rendering or games etc (just at a smaller fraction).
So it was a cool experience, completely opposite to mine. I mean using an advanced rendering only engine, built from C++ sources. Not just installed, and already with most needed tools. There is a gigantic gap or difference between those. And not only in software size and thus difficulty, but also in the community. It’s a complete opposite too. In UE (or Unity, Godot etc) you can simply even put your question in youtube and find a video (or few) with answer. When I was searching for UE vehicle tutorials there were even few playlists with that.
Still, it’s not reasonable to change rendering or game engine far in production. Only possible at start. And SR is and already was far in production, having my own coded features, even when those engines weren’t available, that popular or so feature full. So clearly just because of that I won’t really be able to change engine. And neither would I have patience to spend 2 years or so, right after I’ve spend over 1 year to move “just” from Ogre to OgreNext.
UE is big, and very commercial, so Windows, NVidia, Visual Studio are default, if not only option here for all things to work. So definitely not for me as a Linux only developer. I think they also use some telemetry, I’m not sure, but I saw urls, sent to their website from UE, as warnings in log, when I didn’t have internet.
Lastly there are plenty open source engines, e.g. listed here, or new list here, also tools here, and a big collection of engine related links here with lots of libraries and sources.
🛑Big issues☠️
This is an update chapter. Later after my tests, I found more, pretty big and serious issues about UE. There is a whole channel with many videos. First is detailing the TAA and bad optimization (temporal aliasing) that is excessively used and forced by UE (and some other engines too, also to fuel the vendor locked, upscaling algorigthms like DLSS, FSR, and putting AI into graphics, I can’t even) and another about Broken Mindset Of Modern Graphics & Optimization. What’s gets even ridiculous is that we already had games with better graphics 10 years ago, before the modern graphics introduced garbage effect of smearing from TAA when moving and blur from upscaling. There is a reddit channel with anti TAA topics. There is also another problem with UE being based on Fortnite where it works on dynamic (destroyable) environment and lighting and most of rendering is based on that. While most games don’t need that, and so they work slower with UE. There are also many paid influencers and AI comments spreading lies in favor of the bad algorithms etc. All this is absolutely disgusting for me and I’m glad I don’t have a job where I’d have to deal with all that. I’m not interested in modern games or GPUs either, especially if they are made performing worse to fuel buying latest expensive GPUs, while being more buggy then ever. And they’re also pushing ray tracing too early. A short summary of the issues is starting here. Too many games are made just using UE5, making them all look the same, and bad (video, and another video). So ultimately this is not just UE’s fail, but the failed way of how modern graphics go in recent years. But UE is spreading and leading this garbage too (video). One more thing, UE is not only for games, there are many other industires like movies (can render slowly), architecture design (static views) etc using it. Which in turn makes it worse for gaming too as games need real time graphics with dynamic camera.
This is a notable but short entry, not much of a project, rather a contribution. I developed an Exporter code in Stunt Rally 3 Track Editor allowing tracks export for Rigs of Rods (also FOSS game). BTW also gathered many (CC licensed) assets from SR for use in RoR.
📷Screenshots gallery from many tracks start here on RoR forum topic. Also older WIP here.
▶️Videohere Shows drive in RoR on one SR track and at end (somewhat outdated) Gui for Export in SR3 Track Editor.
Documentation here. Explaining differences and how to use SR3 Export for SR or own made tracks for RoR.
🔍Details
I first noticed some interest in this topic. It also has a lot more detail in my posts, screens, and RoR bugs listed too. There wasn’t a lot of interest, so it was actually much more a challenge for me to try. And well it consumed me for like 3 weeks. A lot of C++ coding (76 kB in total) for that Export functionality and even my hands started hurting after (was too much typing late into nights). The Export also allows others to create tracks for RoR using our SR3 Track Editor.
Finally 130 tracks from SR are available in RoR, so about 55% from 229. Is quite significant at once I think. It was also a lot of fun to drive SR tracks in RoR simulation and BTW learn about RoR code and people involved. Of course I got back to developing SR3 after.
This is a project I started to learn and test newer version of Ogre rendering engine: Ogre-Next. Later I moved Stunt Rally 3 to use the engine too. Now also a showcase for nature scene rendering using the engine.
▶️Videos
Are here: new (with water reflection), old (only refractions).
📂Sources
Available here. Licensed: MIT. Unlike my other projects, where I choose GPLv3 that requires releasing modifications, under same license.
It has no Gui or other dependencies and should be easy to build.
🔍Details
At first it was a project to test Ogre-Next and code needed to get things done in it. Surprisingly half (or more) is done different way than in Ogre. But I am also surprised by better performance and optimizations done by the engine.
It is also a good tool to test and fix bugs in Ogre-Next, e.g. many for planar reflections used for water.
Recently I also updated it with some media from Stunt Rally 3 to make it look better and be a showcase.
This is a tiny project, that took about 2 days. It uses the “Bluepill” MCU board with small OLED display for info texts and has few buttons to toggle LED lights and relays for audio outputs.
✍️Motivation
For many years (seems about 20) I was using just old logic chips. And it felt ancient, so I finally decided to do it with bluepill. Having a small display is nice and informative. With many inputs and outputs left, there is still room for later changes. This “console” is very useful and has a place just left of my keyboard. Has no case yet, and I’m not sure if it will, I’m just covering it with a black cloth.
📂Sources
Sources are here. Actually just using that Arduino .ino since it’s a small project. I was editing code in VSCodium, then building and uploading using the worst Arduino IDE 1.8.19.
New implementation of my audio player, based on my older cAmp. Works on GNU/Linux (and should on Windows). Now using SFML for graphics, and ImGui for the new GUI. Still using (not FOSS) bass for audio.
📂Sources
Available here. Now with CMake and newer C++17 syntax.
✍️Motivation
Old cAmp was WinAPI and DirectX only and had bad style, old C++03 too. It was still one of my last college projects. I did once try moving it to SFML, and almost succeeded. I had no pressing motivation until I started moving to Debian GNU/Linux instead of Windows which required this new version. I made things differently this time and with more experience, hence the Gui and visible options.
Missing Features
The old cAmp was using GPU shaders and cAmp2 doesn’t use them yet. Seems not that needed. And it doesn’t even have hotkeys or threads implemented here. Well there is always something on my “to do” list for this project, like for any other.
📊New Features
Apart from most of the old features (with few important missing) it has some new ones too.
Most notable addition is the Gui with few windows having controls for changing view parameters, adjusting with sliders or showing info. Since ImGui is such a joy to use it was also easy to implement bindable all program keys list and move all options to Gui.
Other new features:
Colored tabs, sliders for their background and text brightness. Empty tabs as separators. Can be seen on screens. I find it quite useful, e.g. for now I have 4 rows, first is for Trance style, 2nd for older trance, 3rd for rock, 4th for metal genres (about 31 playlists total).
In between markers. E.g. if I filter tracks so that playing cursor or find matches become not visible then it draws a shorter marker still, to show they are between those visible. (It’s best shown on 2nd screenshot also 3rd and this).
New visualization type (screens, parameters): FFT above and spectrogram below.
Queue tab(s). Any tab can be set as queue. It will be marked in 4 corners. Then you can add tracks with one key (E) to queue end. Good for temporary playlists or “best of” ones.
⌛Conclusions
Well it is definitely useful. It’s one of those key programs I need to have at start of any OS (first is my DoubleCmd fork, then this player, 3rd is Firefox with many add-ons). Yet it’s still missing one crucial feature like moving (reordering) tracks. Kind of funny, but I still don’t need it that much. I just delete whole playlist and add its main folder again to refresh once a while, and keep order in my filenames and subdirs. There are few other features missing too from previous version. But if I’m doing bigger projects (like Stunt Rally 3) or smaller and more interesting ones, then I don’t have time for this nice useful program which I still use every day. If we count the older one too, made in 2009, this would be the longest used program I made.
📷Gallery
Screenshots start with normal playlist, find, track backgrounds explanation with time coloring, tabs adjust, later 3 visualizations, their themes, and rest of Gui windows.
This is a nice gadget I made recently for controlling speed / power of my PC fans (all are 12cm, 12V, 3 pin, with RPM output). It has way more features than my old & basic 3 knob regulator which I used for over 15 years. And since this is open source (and I wrote it), it surely has and can have any feature (commercially unavailable, not even thought of, or way too expensive). Obviously it isn’t badly needed, that’s why I made it after so long.
I do not recommend Teensy 3 at all. All Teensy boards are quite expensive and aren’t that needed for a fan controller. I think a bluepill or blackpill would suffice and be much cheaper. More info and detail in my MCU tutorial. I simply used Teensy 3 since I had it available, doing nothing and I had code for it from my older keyboard firmware, so it was faster to adapt it.
✍️Motivation
For many years I was using just the simplest LM317T voltage regulators with 3 knobs (for 3 fan sets).
Obviously a basic analog fan controller is very simple and extremely useful. I had 3 knobs (5k logarithmic potentiometers) with LM317T (even with no capacitors or radiators), mounted in the 3½” floppy disk bay. It was working very well for years and I could still use it. It only works for analog, not PWM fans.
I did try once a Gelid Speedtouch 6, wasn’t very cheap, and it was hopeless. Even worse, when I realized that I can make a better one myself, like usually. Additionally, after being rather finished with my keyboard features, I had some Teensy 3.2 boards left, lying around, doing nothing, simply asking to be used for something. Even better, I could use my older keyboard firmware for Teensy 3.2 and adapt it fast for this controller.
So I finally got to creating it. I called it “Fancy” from Fan C(ontroller). There was something new to learn too. I even used a cool circuit simulator to find out resistors around transistor, wasn’t exactly the real value later though.
And of course not everything went as planned.
For example: I wanted to use thermocouples for temperature which I had few of already. I tried an op-amp with differential amplifier for them and used ADC to read voltage which seemed working on breadboard. But after doing that for real (and using bigger resistor values) something didn’t work and I saw noise. So after few days trying I dropped it and just used DS18B20. They are bigger (3pin package) but have more precise measurement (at higher cost too).
Unfortunately I also killed one Teensy 3.2 board by accident. I’m not even sure how. I’m guessing some 12V was still left on capacitors and I could touch 3.3V pins with it.
📊Features
A shorter, bulleted list of all features can be seen in sources readme with more detail on electronic parts and schematic image here.
GUI
It has a 3×3 keyboard and a LCD color display (diagonal is 1.8″, 4.5 cm). I did years ago my keyboards this way, so it also came with 3 levels menu (GUI), many options and even full screen demos (why not). Of course it permanently saves all settings, in EEPROM.
📈Regulating
The main advantage of my digital fan controller is that it allows lower RPM than analog, which then makes PC slightly quieter. This is because a fan needs shortly higher power (voltage or PWM) to start, but can have it lower after it started rotating (I don’t mean the power started rotating 🙂).
Next, it monitors RPM (revolutions per minute). So a natural safety feature here is: stop prevention (or in general RPM guard). It can increase power shortly to start again, even if user picked too little power to spin, or something stopped the fan.
Additionally PWM outputs can be used, for fans that allow it. Actually all of my old PC fans didn’t work with PWM, so I had to also make analog outputs (channels) for them at some point. I don’t know if it could be more universal, these channels require some other parts. So it can control analog fans (changing constant voltage) and PWM fans (changing modulated pulse width at medium frequency).
Optionally, temperature is measured. It can be used as feedback to automatically set fan power. This is naturally useful if sensor is on (or near) the heating part which fan is cooling. Sure, this can be possible to do with some software, that came with PC motherboard, GPU or a separate program. But it may not work on Linux or have all of my custom features. During summer I had my fans set higher, also even did set them lower when I wasn’t using much CPU (e.g. playing games or building C++). So hopefully this feature will make controller do it now, not me.
Since the display is 160×128 pixels, it can show graphs of RPM or Temperature over time. Even few smaller at once, but with less detail.
⌛Conclusions
Well it was a cool project, not just with digital chips, I had to use transistors with other parts too. I’m glad that one of the boards I have unused got to do something everyday. I hope it will last long. After all, my old regulators were really basic and much easier to repair (which wasn’t needed). Surely this thing is heavy, probably has too many parts too, but it doesn’t matter. It’s not like my PC weight matters at all.
This is my newest keyboard controller software (based on my previous one) used in my keyboard CK9 (upgraded CK6), running on Teensy 4.0 with a 2.8″ color LCD display (320×240, ILI9341 chip). It allows editing everything like key mappings, layers, sequences/macros in real time on its display (was already in previous one).
▶️Videos
Here are videos of keyboard CK9, showing most of K.C.4 on its display:
View – Short video of keyboard and closeup at display.
Demos – Showing all demos (in auto mode): Plasma, 3D Polyhedrons with diagonals, Wave, Fire (meh), 2D waving CK Logo with shadow, and old Rain.
Features – A detailed look at features, no voice or commentary though. Editing mappings, sequences, testing etc.
Link to my channel with all keyboard videos so far here.
📂Sources
My firmware sources are here. It’s called K.C.4 (“Kacey”) simply from Keyboard Controller and 4 from Teensy version.
The readme with all key features is visible on github. Here is more practical description. At end of page I wrote a comparison from my previous version (for Teensy 3.2) and quickly with other controllers / keyboards.
📊Features
The current code features are (and were mostly present in my previous K.C. version):
Display with menu, where you can edit everything possible.
Mapping (key binding). So which USB code will the physical key send to PC when pressed. There is a pick list with all common keys (and internal functions, sequences, etc) to choose from when binding. It has group colors and group filter for easier orientation.
Keyboard layout drawn on display. Shown when editing mappings (for currently chosen layer). Has a cursor to move around between keys. It’s also possible to jump to a key by pressing it.
Layers. If you hold a key, whole keyboard layout changes giving you other keys. Kind of like the Fn keys on laptop but much more useful and customizable. A common feature of custom controllers. Locking layers is also possible, either by lock/unlock key, tapping layer key fast or holding it for longer. Of course can be disabled and delay parameters are changeable.
Mouse keys. Keys that will move mouse, press mouse buttons or scroll mouse wheel. Also featuring acceleration with parameters for it and speed in GUI.
Sequences aka Macros. Basically any key combinations (for key shortcuts) and any sequences of key presses (for e.g. passwords). I am showing sequence previews where possible too, so when editing Mappings (for a sequence key), when picking a key from list or Testing pressed keys (if a key runs a sequence). I am also showing in sequences View, all mapped keys that run selected sequence.
Sequence commands are just a further extension.
They are special commands (beside sequence keys), that e.g. wait for few seconds (0.1s resolution), or change how slow the sequence will run (1ms resolution, useful e.g. for putty).
Others allow putting comments (for sequence purpose), and hiding sequence from preview (e.g. for passwords).
There is also a command to run other sequence(s) from this one. Also a repeat command that will do sequence (keys) continuously, until interrupted. This is e.g. useful e.g. if you want to watch a video faster, skipping parts with arrow keys after a short delay or take screenshots while watching etc. Normal keys can be used when a sequence runs too.
All mouse actions are available as commands too. So for example you can press a key (for a sequence) that will press button or move mouse etc. I have this way a mouse gesture done.
Internal functions. Keys to e.g. dim brightness, toggle GUI, toggle LED light, quit sequence, lock/unlock layer, change default layer etc. This a direct way, faster than adjusting parameters in GUI.
Testing and Setup pages. Useful when developing and to check if everything is working properly. Scan setup is advanced and adjust which strobe delay, scan frequency, debounce time I need. Matrix page shows the 18×8 keyboard matrix, with my anti-ghosting code working and any issues from too low strobe delay. It now also features X marks on keys that are available in matrix but not present on layout, this makes locating new extra keys very easy.
Demos and Game. Were already present in previous version and even on the first tiny display I used (128×64 mono). Since I have a display, and a powerful MCU, they show their drawing possibilities. They got extended to new resolution with few added extras. Best shown on videos, links below.
Clock. With date (uses internal RTC, needs 3V battery). Also showing Temperature, read from attached DS18B20 1-wire sensor (optional).
Statistics. Clock also displays (on its extended pages) keyboard use statistics:
Uptime. Time since power on or plugged in USB.
Late hour background. Will start slowly showing top of display orange at 22:00 and every 0:30 min going more visible, being yellow after 0:00 (midnight). This is to notify and motivate me to go to sleep when I sit too long at night.
Active time. I.e. how long I use keyboard without a break (at least 5 min, can be adjusted). Changes color from value. This is helpful to know if I’m doing something too long on PC. After all, it is recommended to take 5 min breaks every hour, it is healthy for spine and hands.
Inactive time. The opposite. Useful to know how long was I away from PC (keyboard). Also changes color when over 1 hour. Meaning I probably should have turned it off, to save power.
Press/min. Typing frequency, so how much key presses are done every minute. A colored value on left, going e.g. red at 120, yellow starting at 50. Also a second value below with total average since power on, with slowly changed value. So it is useful and directly corresponds to how tired will hands be. It’d be great to keep this value below 50, but sadly writing any text (e.g. chat, email etc.) or playing a game makes it go even above 150.
Graphs. As a part of clock, they show history of using keyboard (key presses/minute in the past hours). Second one is for temperature history. There are 320 points on display width and parameters for how often a value is added to graph.
⌨️Keyboard CK9
I upgraded my 2018 keyboard CK6 with this bigger display and K.C.4 and it became CK9. I also added tiny extra keys, lots of them. Above Numpad, 2 rows of 8 or in other words 4 groups of 4. Surely will come handy for e.g. internal functions or could be extra F13-F24 keys for OS. The keyboard has visible tear on few keys already, well I use it since 2016 (was CK3 first). Nothing yet, compared to the 14 year old one (CK7/4/2).
✍️Motivation
My previous version of KC and keyboards with it were quite useful and the 1.8″ color display was good too. The keyboard drawn on screen was minimal. Keys with one letter/digit/symbol had a 5×7 font, but 2 letters needed a tiny 3×5 font. It worked, but didn’t look great. So the new display is bigger 2.8″ and has about 2x resolution (320×240 vs 160×128).
The main reason for this upgrade though was the new Teensy 4.0 with a MCU that runs at 600MHz. It seems to be the fastest one available (on a board with USB, ready to use). And is even way faster than all previous. I already didn’t like Arduino in 2014 when I got interested in MCUs (again), seemed like a stone age relic compared to Teensy 3, but today I can say they probably have computational power of a rock, when compared.
The result is constant 45 frames per second almost always. This is what 600MHz MCU with SPI set at 60MHz for this display does, while using DMA for transfers and double buffered drawing (one buffer is being sent by DMA to display, while MCU draws new frame in second buffer, at the same time).
⚖️Comparisons
Of course, there were many projects of using a big display with slow MCU even. A MCU not having enough RAM for screen buffer. But this means very low refresh rate (low Fps) and flickering (blinking when redrawn).
There are few open source keyboard controllers, I think none of them even have a display, and some still use ATmega 8bit MCUs. Their requirements for program and RAM (memories of a MCU) are minimal, way lower than mine. And the price will be lower too. But the main flaw coming from it, is having to compile on PC and upload to MCU after any change. This is a big nope for me.
📢Rants
So for me, this is now the present (not the future anymore). And well honestly, whenever I see a custom keyboard picture I’m just asking: “where’s the display?”. In addition, seeing Cherry MX or any switches turns me away immediately.
Because there is one more very important thing that is the light press modification. All my keyboards since 2005 have it and it’s just the default for me. Sadly all commercial keyboards are garbage in this matter and people continue to produce keyboards that have a tactile feel, 4mm travel and around 50 gram force to press. Well for me this is the middle ages era. This can cause injuries (Carpal Tunnel Syndrome). And I guess it feels awful for those having pain from using such keyboards.
For my modding process (of reducing rubber dome keys press force and travel) pictures are in this gallery and I made a video of it recently (it is CK5).
✅Summary table
For reference, here is a table with current status of all my keyboards, since start until present day:
Name
Assembly year
Original keyboard
Keys actuation
[gram force]
Notes
CK3 > CK6 > CK9
2016 > 2018 > 2020
A4 Tech KX-100
23 g
Cheaper, bit wobbly, but more keys
CK2 > CK4 > CK7
2005 > 2016 > 2018
Logitech Ultra X Flat
33 g
Stiff foil, old, extra keys
CK5, CK5b
2015, 2020
A4 Tech KV-300H
9-18 g
The lightest foil
CK1
2004
Logitech Ultra X Flat
25 g
First, old, had extra keys,
now only for testing, 1 row dead 💀