Releases: TomHarte/VectorDream
Release list
2026-09-03
This release:
- adds automatic sequenced corners, albeit only one of them yet listed, to create a track;
- gauges for 'RPM' and 'Fuel', though the latter is unused; and
- switches the logic behind braking to be a bit more gamey.
2026-08-31
This release starts to make some sort of serious attempt at the driving side of things, so:
- the brake acts more like a brake than an opposite accelerator;
- degree of steering is a function of speed; and
- corners cause you to move towards the outside of the track.
It also improves the story as to input: QAOP, joystick and cursor keys all now work equally well. Temporary curvature control has relocated to ZX.
There's been a substantial memory reorganisation underneath, switching to separate code and video pages while still reserving the other half of the SAM's memory map for span buffers. But that should be invisible.
2026-08-25
While playing around a bit more with the mechanisms for objects, this build experimentally adds some static opponent cars into the middle of the road, to experiment with potential frame-rate implications as much as anything else.
2026-08-19
This release:
- uses an object list, allowing arbitrarily many objects to be placed in a scene; and
- establishes an 'interesting' object, a roadside arrow, which is used twice with another big rectangle as the third item.
As I write this I realise they're all on the right side of the road but that's an arbitrary choice, not an engine limitation.
2026-08-17
This release fixes a compatibility mistake with the 256kb SAM Coupé. Which is the one I owned.
2026-08-16
This release introduces a first trackside object, albeit that it's a fairly uninteresting black rectangle. A large one though!
2026-08-06
This release introduces user-controlled curvature (via Q/W) and substantially speeds up road positioning calculations, improving the frame rate.
2026-08-07
This release runs at a speed independent of the frame rate, remaining consistent across frame-rate fluctuations (and indeed if you have an accelerated SAM).
2026-08-05
This version obeys the joystick for basic acceleration/deceleration and left/right movement. But it's doing one multiply per line of the floor which substantially decreases the frame rate for now.
2026-08-03
With no user input, this version just shows a perfectly straight and perfectly centred road. It does however doing full generic span differencing and hitting 'a decent frame rate'.