[Re-Volt] RV Car Studio goes open source

31 12 2018

Hello Re-Volters! Happy new year 2019!

It has been 5 years since you have heard about RV Car Studio from my side. Since its release on 22nd December 2013.

After that, just couple of updates were released, all of them were minor, and no major release was committed.

Yes, RV Car Studio was not able to see more light as a lot of things have been going on in real life. At the end, the other tasks made it impossible to resume working on RV Car Studio despite my own will to commit on it. The decision to open source RV Car Studio is finally made today.

What is RV Car Studio? Basically just a tool for editing Re-Volt cars. Although it was intended to allow cars from scratch, right now, it can only help by editing the current settings of the cars. The features in RV Car Studio makes things very easy! You can automatically calculate Inertia Matrix, wheels positions, change the positions of 1, 2 and 4 car parts (wheels, axis etc) at the same time! Everything in real-time!

GitHub repo of RV Car Studio

More readings:

[RVCarStudio] build #2620

[RvCarStudio]RV Car Studio

[Programming:KDL] KDL (reformed)

5 03 2012

Hello people

I’m here today presenting my newest reformulation of ‘KDL’ language which was halted for 3 years

The new language whose syntax is [will be] heavily based on ‘Algorithmique’  (The programming language taught in Prépa system in Tunisia [more precisely IPEIS]) and ‘KDL v0.01‘ as well as BASIC. The new language will aim at: Students and Scholar systems, new programmers, algorithmic testers, young people (children, adolescents and young), files and batch programmers and interested people.

This language will have two faces: Algo and KDL (defining by Algo goes like: var x: real while defining in KDL goes like: define x as real)

Currently the language is available for first tests (supporting shell/interactive shell mode) and available for Public testing here


Documentation/batch example and KDL are found in this package : download from here 


[programming] Re-Volt loading engine for .NET

15 01 2012

Hello, this is nVolt, the Irrlicht.NET translation of Re-Volt where Car.Load, prm viewer, Car shader, Car manager, W_Console, prm (tool) and many other tools are based on.

nVolt is a Re-Volt .prm and .w loader and renderer.

Currently, nVolt was loaded internally so I’m going to included the latest W loading engine


World file’s loader (latest, found in w_console)

[programming] Car Shader’s source code

14 01 2012

And with source code’s long chain, we still have one source code left 😉

Car Shader’s source code, can be dlded from here

Binary is found in related article

[Re-Volt] TexAnim Framelist generator

13 01 2012

this is the general of frame list in Re-Volt


Technically, it just calculates the framelist that’s all.

Download (source and binary) [.exe is found in bin\debug\ ] 

[Archive: Car.Load/Programming] Car.Load source code

11 01 2012

Hello, this is Car::Load (later named Car.Load() ) v1.2 ‘s source code

If you’re looking for the binary (.exe) of Car.Load and the latest version, it’s by the time I’m writing 1.8.4i and can be found in Category: Car::Load

[programming] Project Diva explorer (for your pc) : Source

10 01 2012

A small program for browsing Diva Project’s PC version file I’ve made for myself.

Created for learning purposes

Don’t forget to change paths!

Download from here

[myBlog] Code Source upload week B-)

9 01 2012


Along this week (inchlh), everyday there will be a code source uploaded automatically (scheduled), from less important to most important including learning purpose code sources.

All code sources are simple (or so I hope…) to understand

So hold your horses 😉

[Programming] Shadow algorithm (for Re-Volt)

9 01 2012

car shadow algorithm is downloadable from here

for binary and more info, see Related articles


[Programming] Shadow Algorithm

20 12 2011

user posted image

Download link

Red: points projected to Y = 0
Black: min,max X of min,max Z
Green: max X
Blue: min X

The source code won’t be uploaded until optimized

So, It works like this:
1. Get all the vertices (position) [Indices of polygons don’t matter]
The prm loading’s source can be found in Tools -> nVolt
[projecting to Y = 0]
2. Sorting algorithm (I used Bubble sorting) [by Z]
3. get the min and the max [by Z], then min, max [by X]
we now get 4 points: that’s the rectangle (I used distance between .Z -> .Z)
4. Now We’re going to split virtually the points (into cubes-alike) [see Math explication for this]
5. Finally, We link all of them



vertex[] v = getVertices();
vector2D[] point;
For (i=0;i
point = Scalar_product(v[i],getVector(1,0,1));
BubbleSort(point); //sort by bubble
BubbleSort(SearchNeighborPoints(point[0]))[0]; //min
BubbleSort(SearchNeighborPoints(point[0])).getLatest(); //max



init <– 0
for i:= 0 to length(points) [or use Repeat..Until ; Do… While]We define |x| = max(-x,x)

|point[i].z – point[init].z| < n
n = Positif Constant  . We take it by “precision”
We shall repeat this until |point[i].z – point[init].z| >= n
then, we move to:
init <– i+ 1
and until (i > length(points) – 1)

Now, after getting the wanted, We bubble Sort the points
then We checked if the min is on the left and the max is on the right

We calculate the boundingbox then for that :
for X, Y then Z each separately (XYZ) we’ve got:
MAX <– max(MAX,point[i].XYZ)
MIN <– min (MIN, point[i].XYZ)

The center shall be:Center <– MAX/2 + MIN/2

if (MAX – Center).z >0 then everything is alright (same with (MIN-Center).z )
otherwise drop, not to include


Finally, we link the max_points (0->length(max)) then min_points (length(min) -> 0) or the opposite (0->length(min) then length(max)->0)

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