ReCaged is a Free Software, Futuristic, Racing Game released under the GNU GPLv3 license. Most inspiration is taken from the Rollcage and Rollcage Stage II video games, but among the goals are higher simulation realism and flexibility.
The project started in 2006, under the name "RollCageX" on SourceForge. In 2011 the name was changed to "ReCaged" to avoid possible legal problems. In the same year the project was also moved from SourceForge to the nongnu domain on GNU Savannah. The initial goal was to create a new, fanmade, Rollcage game to continue the series after Rollcage released in 1999 and Rollcage Stage II released in 2000. Eventually the project also started to put focus on adding higher realism, flexibility and extendibility. ReCaged is (in contrary to the original games) not limited to what kind of tracks, weapons or vehicles that can be created. In addition to the vehicles featured in the original games, there are also plans to add a few default vehicles such as real cars and hovercrafts similar to those features in the Wipeout games.
ReCaged is still under heavy development and the current version of ReCaged does not feature any real gameplay. The current version can be described simulation sandbox. The most notable features currently implemented includes:
- Rigid body dynamics using Open Dynamics Engine plus custom additions (such as air/liquid drag and geom/body/joint damage)
- Custom tyre friction simulation model inspired by Pacejka's Magic Formula
- Support for multiple platforms by the use of Simple DirectMedia Layer and OpenGL
- 3D graphics supporting very large triangle counts (using one or more Vertex Buffer Objects)
- Loading of 3D models from obj files and custom ".road" files for both rendering and collision detection
- runtime support for loading/spawning/removing "objects" (tracks, cars, weapons, buildings and other obstacles)
- C/C++ creation of objects until lua scripting has been implemented
Many features are planned for future releases, including:
- Loading and event handling of all objects (tracks, cars, weapons, buildings, etc.) using lua scripting
- Built-in Package manager for downloading and updating game content (using bittorrent)
- Textures from bmp and png image files
- Interface (menus, osd/hud) using lua scripting, freetype and bmp/png textures
- Sound effects and music playback from wav and ogg vorbis files