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Updated 2026-06-23
Licar - toy car driving simulation Download
 
Free 3D game with software rendering (^) and physics, author Miloslav Číž. GNU/Linux and wind0w$ executables are available, along with the source code. Only integer (fixed point) numbers are used.

Software rendering is the process of generating an image from a model by means of computer software. In the context of computer graphics rendering, software rendering refers to a rendering process that is not dependent upon graphics hardware ASICs, such as a graphics card. The rendering takes place entirely in the CPU.

Download toycar.tar.gz

MD5: 4d9a5a946778ca9fd679e305d16f55c0
For graphics, sound and input, the game requires X11, SDL 2 or SDL 3 (your choice). A track editor which requires SDL 1, 2 or 3 is also provided.
 
Screenshots
 
Licar Track made with the editor Licar View from inside of vehicle

Track editor Track editor Licar Various devices on which Licar can run

Physics Physics simulation used for Licar, Physics only with integer numbers

Some details
 
A few fragments from the game's documentation (file src/media/manual.txt), with comments:

The game offers a very high level of configuration and customization, and those with at least basic programming skills will be able to implement any changes imaginable.

Actually any changes imaginable would probably require a little more than just programming skills.

If your platform supports it, Licar can save and play back recorded runs as "replays" (sometimes also called "demos") which are nothing else than exact records of game input keys

In the game a map is represented as a 64x64x64 grid of cells, each of which is one unit in width, one unit in depth and HALF a unit in height.

Under the asset directory there is a helper file for Blender (a FOSS 3D editor) with which a map layout can be comfortably created. But Blender is not required for map making, you can easily draw the map layout on a grid paper for example,

Drawing a few things on paper might actually be helpful even when using the track editor mentioned above, which only displays a selected horizontal section through the map (for Y = ...).

Q: Why is the physics so buggy?
 
A: You are correct in the observation that Licar physics is not perfect. This is firstly because of the game's aim for simplicity (e.g. avoiding use of floating point) combined with the fact that even without such constraints it's one of the most difficult tasks to create a flawless physics engine. [...] the game is meant to be a simple entertainment, not physically realistic simulator.

If you want a physically ~realistic simulator you can, of course, try Skunks or SimCar available here, but a lot of floating point numbers are used in them. Avoiding the use of floating point numbers is actually more complicated, so if you want to see how it was done, you should look at the source code of Licar.

Q: Can I play with a controller?
 
A: Controllers are not supported as of the game's release, but mods are planned to make them work. In any case the game will never truly support analog input,

Some of the older versions of Skunks and SimCar do have support for joysticks and steering wheels, as well as analog input, but that was when I only had to deal with SDL 1 (no 2 and 3 yet). I optimised the games to be controlled with the keyboard though.
 
Download links
 
git.coom.tech/drummyfish/Licar
»Licar; to download:
git clone https://git.coom.tech/drummyfish/Licar
drummyfish.itch.io/licar
»Licar; requires JavaScript for download, less recommended
 
git.coom.tech/drummyfish/Licar-content
»Some extra stuff
 
git.coom.tech/drummyfish/small3dlib
»Library for 3D graphics, used in the game; to download:
git clone https://git.coom.tech/drummyfish/small3dlib
https://github.com/viteo/small3dlib
»-//-
 
git.coom.tech/drummyfish/tinyphysicsengine
»Library for physics, also used in the game
 
github.com/jordan4ibanez/tinyphysicsengine
»-//-
 
git.coom.tech/drummyfish/
»Other games made by the same author
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