Voxel Racers
An arcade racing game that lives inside the VoxelBlox world. Press P anywhere, pick a track and a car, and the course is built into the world around you: real terrain, real blocks, eight rivals with their own voices and an announcer calling the race.
What it is
- Races, qualifying, kart races with boost pads and battle races with power-ups, single races or a championship across the circuits nearby.
- Tracks built in the world, not loaded: each course is a voxel program laid onto the land where you are, its theme around it -- lava fields, glass tunnels, ice arches, space decks with a planet overhead. The Moon Base is on the game's actual Moon, under its gravity.
- Rivals you can hear and tell apart: they talk over the race radio when they pass you, when you pass them, when they bump you, two at a time at most, each in their own voice.
- A garage: every car balanced against the field on eleven circuits, with setups to trade top speed for grip.
How the trailer's sound was recorded
The game films itself: film.py plays a race through the real renderer with the HUD hidden and pipes
each frame to an encoder. A frame at 1080p can take far longer to make than it lasts, because every frame waits for the
whole view to stream in. That broke the obvious way to record sound. The audio device mixes on the wall clock, so
during a film it would run about ten times ahead of the pictures.
Instead the recording sits inside the mixer. A film replaces the mixer's channels with recording channels that behave as the device's do (play, loop, queue, pan, fade). After each game step they mix exactly that step's worth of sound, so frame N's sound lands at N / fps no matter how long the GPU took. A gated check holds it to the sample: three seconds of frames make three seconds of sound, a hit played at 1.0 s is on the tape at 1.0 s, and a sound on the left is in the left ear at the mixer's own pan.