An indie homage to the epic arcade game from 1995, Sega Rally, recreated in UE5, with graphics as you remember them as a kid! https://xitter.cf/t.co/eNLNBRs6W3

Los Angeles, CA
Joined July 2021
Over Jump Rally is a Sega Rally tribute, remade entirely in @UnrealEngine5, and we are hoping to become an official remake one day. A first game by Alessandro Schiassi Sound Effects by @pshelleyaudio "Silverstream" theme composed by @neoteaika This gameplay video shows the final visuals and the brand-new sound effects using @audiokinetic's Wwise and REV2! The car handling is also final, but I usually don't drive using the hood camera, so there are some crashes here and there, which I wanted to keep in the video to show the physics (and SFX) in action. The video was recorded in Ultra settings at native 1440p on an RTX 4090 and i9-13900k, clocking around 90fps. The performances are quite scalable, especially on lower resolutions and using TSR upscale technology. DLSS and FSR will also be added. The lighting is all done in Lumen Software, and almost every mesh is Nanite (except for translucent surfaces). Fun fact: there are 2 Billion polygons in the entire map! Chaos Vehicle is used for car's physics. FAQs: 1) Yes, a console port is planned, but only for current-gen consoles (PS5, XBSX/S). 2) No Steam Deck compatibility, as its hardware is not powerful enough. It should work fine on ROG Ally and Legion Go. 3) Yes to wheel support (and FFB); it's coming! 4) No, I don't have a date for the upcoming demo release, but you can see it's in good shape (still missing VFX and game logic, but graphics and handling are 100% done. Some SFX are still missing). #indiegame #UnrealEngine5 #segarally #ue5 #Lumen #lanciadelta #toyotacelica #rally #SEGA #セガ #セガラリー
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【デイトナUSA】128:9 超ウルトラワイドなパノラマデモ アメリカのインディアナポリスにある「Boss Battle Games」に設置されている8台通信対戦筐体+4台のライブモニター!! 解像度は『15360x1080』(1920x1080 x 8) 私の知る限り、デイトナ史上最大です… #DaytonaUSA youtu.be/v6kdyfXZaIg
【デイトナUSA スペシャルエディション [1994] アーケード】8台通信対戦筐体のパノラマアトラクトデモ 『デイトナUSA 2』には16台バージョンがあったらしい… #DytonaUSA youtu.be/joUOIMl_MFQ
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Over Jump Rally retweeted
I'm very very sad tonight. I just learned that Stephen Biesty passed away in 2024 at 63... He is one of my favorite artist. Rest in peace.
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I'm not sure a lot of people understand what game coders actually do. We're not spending 9 hours a day finely hand crafting artisan software and expressing our inner dreams... 90% of the time we are fighting compilers and existing architecture, having to work out how undocumented code works, and tracking down obscure bugs and behavioural issues. Most of game programming is just difficult, tedious, laborious grunt work, and the cognitive load we have to endure to get anything done is tiring and frustrating. No game coder is doing it for this 90% of the job. We make games because the 10% that IS actually about making things fun and expressing ourselves is so incredibly rewarding it makes the other 90% bearable. Now imagine if there was a tool, some kind of AI agent maybe, which could do most of the 90% grunt work for you, leaving you to just make all the decisions and express your creativity. How amazing would that be. How completely revolutionary would that be.
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Sortie de plusieurs portages d’arcade Sega sur #PSVita : Sega Rally, Daytona USA, Virtua Cop, Manx TT Superbike et d’autres 🔥 Tous les détails : ➡️planetevita.fr/sega-rally-da…
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Proof of concept: A C engine that accepts VF2/FV/StF data structures. Currently it has Akira from VF2, Ryo from Shenmue (low poly form), Honey from StF, Sonic from StF, and Eggman (mechless) from StF.
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We've confirmed Azel Panzerdragoon RPG(Panzer Dragoon Saga) runs all the way to the ending, so we're releasing it. I hope this wonderful game lives on forever. yabasanshiro.com/pds-recompi…
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なんと「バーチャファイター 3tb」を、名機「セガサターン」で動かすプロジェクトが始動!! 本作は技術デモとして開発中との事だが、一世代前のゲーム機で再現しようという心意気は、とてつもなくカッコいいと、僕は思うンだッッ!! youtube.com/watch?v=XoqgXAst…
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Inspired by fighter jet cockpits, Roadster’s interface was designed around the pilot
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Raspberry Piで昔のカーオーディオの表示を再現してみた。精密技術と独創的なデザインが融合した、日本のものづくりの一つの完成形だと思う。
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Just look at those glorious colours!
Replying to @wans_zai
@wans_zai is at it again with a Recomp for Scud Race on PC and Xbox 360! LOVE the attention to detail and things thrown in for the fans 😍❤️ Kinda poetic seeing the Hornet in Scud Race. IYKYK😉 Screens grabbed from his video on the PC build - WATCH IT ⬇️⬇️⬇️
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Bringing UE5 Nanite architecture directly into Blender! 🚀 Continuous cluster LOD is now dynamically updating in the 3D viewport in real time. As you zoom, clusters seamlessly split into fine leaves or collapse into coarse parent groups. More info and link below🧵👇
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Codexで、車が走る3Dシーンを制作した事例。 C++、Vulkan、NVIDIA PhysXを使用し、主にSol-6.1-Highで開発。 作者(ryp3gridld氏)によると何度も試行錯誤を重ね、コードには粗さが残るものの、見た目と動作には手応えがあるそう。AIでの3D開発も、反復と調整が完成度を左右します。
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名作「スカッドレース」の隠し車両の一台を、「デイトナUSA」のホーネット号にしてしまうプロジェクトが始動!! こちら、バーチャファイターエミュを作った方が取り組んでいる試みで、現時点では公開された動画以上の事はわからないが凄い事だけはすぐにわかるぞッッ!! youtube.com/watch?v=70LA3wRM…
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Over Jump Rally retweeted
Wipeout 3: Special Edition on Dreamcast? It's happening! A native port is targeting 60fps at 480p, bringing the PlayStation racing classic to Sega's final console. Early footage shows promising progress. #Dreamcast #Wipeout3 #RetroGaming generationamiga.com/2026/10/…
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I'm in my own #xboxlab with Scud Race running natively on Xbox360. youtube.com/watch?v=iQihgdok… Its finally coming home with some much needed modernisations. Coming to Series X, 360 and PC.
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Replying to @wans_zai
@wans_zai is at it again with a Recomp for Scud Race on PC and Xbox 360! LOVE the attention to detail and things thrown in for the fans 😍❤️ Kinda poetic seeing the Hornet in Scud Race. IYKYK😉 Screens grabbed from his video on the PC build - WATCH IT ⬇️⬇️⬇️
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My GenAI take: Back in 2024, when @gamefromscratch asked @TimSweeneyEpic if Quixel Mixer was dead, I believed Epic was rebuilding it with Unreal tech. Unfortunately, it really was dead. Mixer was essential to my workflow, and I hoped it would become a serious competitor to Adobe's Substance tools. I've built a lot of personal use tools over the years but rarely had time to polish them for public use. From UE editor tools like procedural mesh conformation, world partition tile optimizer for world machine outputs(UE4 timeline because world partition tiles would have major visible seams from world machine if the tiles were too small. So I wrote a C# console tool that took larger tiles and divided them into smaller tiles).. All this to say, I never shared many useful tools I will always hold that AI should not replace actual programming knowledge and engineering experience. But using it to accelerate development on my own code? That's changed my perspective entirely. With AI assistance, I'm finally consolidating separate tools I made for myself after Epic shutdown Mixer into Vision Mixer, what I'd always hoped Mixer could become. Still a WIP, but progressing faster than I ever imagined. Here's a first look! #gamedev
Since Mixer was built with Unity, I'd bet they're moving it over to Unreal Engine technology similar to how UEFN was built. From experience trying to build 3D tools with UE4 & 5, UE is not great for building these types of apps.
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Over Jump Rally retweeted
I know surfaces like Pikes Peak and Mt. Washington are extremely challenging, which is why fan cars have historically avoided them. I’d love to see the Roadster change that narrative. Another edge case is turns 8 and 9 at WSIR (Big Willow), where the surface is old, heavily cracked, and very bumpy. In Dark Helmet (with heavily modified aero package), I enter turn 8 at 165 mph and can still carry decent speed through turn 9. I’m very excited to find out if Roadster’s fan, skirt, and aero elements can confidently navigate these extreme surfaces.
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10 months of AI x gamedev. Clearest gains I got so far: - state-of-the-art features now take around 3 days to be researched, designed, implemented, easy to use, optimized, documented, and production-ready - everything benchmarked - everything documented - commit / push / conflict resolution are automatic - 0 tech debt Having a clean & powerful architecture helps. I can tell Astra is having a lot of fun given the unusual possibilities offered by our codebase. Manual work still massive, but game development got even more pleasing & smooth than it used to be.
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SR3 Ultimate Race Lab - SRC Mountain Track I can say I'm finally finished with remastering this 1995 classic track into SR3. Featuring: - Remastered geometry (algo and hand-made) - Increased polygon count (algorithmic smoothness) - 3x upscaled textures matching the originals - Ray-traced baked shadows - Parallax Occlusion Mapping shader for extra-depth - Standalone executable (no more TeknoParrot) - SRC 1995 physics and handling (optional) @OverJumpRally @InsaneMegaCD
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