

"The ability to push a physics object along with another one without it juddering or wobbling is something even now most engines don't do. "The maths for resolving collisions was very hard, as was finding a way to detect collisions properly," Buckland recalls. But what Kev did was take it to a whole new level."ĭespite using an off-the-shelf engine as opposed to its own in-house one, Stainless Games was breaking new ground. We had always planned to do better physics than anybody else, and our demo was already state-of-the-art, thanks to my old A-level Maths teacher helping me with the collision mechanics.

We were the first to do proper, solid-body three-dimensional physics, with proper perfect collisions and conservation of angular momentum. "A few games had touched on it before – Vette on the Mac, the Papyrus Nascar game, even Pinball Construction Set on the Apple – but only in 2D. "Nobody had ever done it before, let alone in multiplayer," says Buckland. What makes Carmageddon stand out from the competition – as it still does, some 25 years later – is its first-of-its-kind 3D physics engine created by Dr Kev Martin, which was even cited in brochures for the Havok engine in the early 2000s. We had always planned to do better physics than anybody else, and our demo was already state-of-the-art, thanks to my old A-level Maths teacher helping me with the collision mechanics By this time, however, our game was well underway and was already great fun and defining new boundaries, so SCi decided it could be its own brand."

But the film got canned during development. "The idea of running over pedestrians into the game. The brief association with the Death Race movie series actually resulted in one of Carmageddon's unique gameplay hooks. Publisher SCi wanted to tie the game into a then-mooted Death Race movie sequel, but when the film failed to materialise, the choice was made to make it an original IP - Image: Fox The MS-DOS executable was still called DETHRACE.EXE when it shipped." Roger Corman's Death Race 2000 would be an important touchstone for the development of what would eventually become Carmageddon. We didn't mind as long as the core pillars of the game remained. "When this got canned, the publisher finally let the game stand on its own two feet without a license. "Initially, the plan was to make it a Mad Max game, but after difficulties finding the parties that owned the rights to it, SCI instead pitched it as a tie-in for a new Death Race Film, Death Race 2020," Buckland explains. After initially being pitched as a pure Destruction Derby game, publisher Sales Curve Interactive (or SCi) – a fan of using licenses – wanted to slap one onto it. Throughout its development at Stainless Games' offices on the Isle of Wight off the south coast of England, Carmageddon went through several thematic changes.
