These are major/minor releases of ReCaged. Followed by older versions and tests.

The older windows archives contains a Windows (32 bit) compiled executable and the data+document files. They are 7z archives, which can be extracted using (for example): 7-Zip. More recent windows versions got an installer, which also can unpack a portable version if you want (it is currently only available on previews and when you download and build from GIT).


You can use either gnupg (recommended) or sha256 checksums for validating that your downloaded file is correct ("recaged_x.y.z.tar.gz" is just an example filename here):

My public GPG key (import with "gpg --import slinger-key.gpg"). To check if a downloaded file is correct using gpg (after importing my key and downloading the file and its accompanying signature): "gpg --verify recaged_x.y.z.tar.gz.sig".

With sha256 you just run "sha256sum recaged_x.y.z.tar.gz" and compare with the listed hash (I would suggest selecting/copying the output and then use your browser's search function).

GIT development repository

For the latest, greatest (and/or most unstable...) state of ReCaged, have a look at the git repository:

All development is tracked in the GIT repository on savannah, and you can see all updates as they are uploaded, directly in your web browser.

If you want to download and actually try the bleeding edge code, you will need to clone the git repository:

git clone git://

The master branch is more or less a rolling-release version, containing the most stable and tested code (unlike some of the other branches).

Latest ReCaged Releases

Major/minor releases of ReCaged, sorted with newest version first:

29 Aug 2011

ReCaged v0.7.0


First release under the name "ReCaged." Using three-sequence versioning. Features a lot of improvements. Among the most notable additions are: loading of 3D models from external files (.obj/.mtl and custom .road) for both rendering and collision detection, and a much more realistic tyre friction simulation (inspired by the Pacejka Magic Formula).

Library dependencies: ode, sdl and glew. Also needs some standard libraries and g++, make, etc... A quick list of packages needed for compilation on debian: build-essential, libsdl-dev, libode-dev and libglew-dev. The windows package contains a compiled executable and includes all required libraries. See the included README for more details.

29 Aug 2011

ReCaged v0.7.0 HudHack


The same version as above, but with a hackish OSD/HUD providing some useful information when configuring cars and experimenting.

Versions before ReCaged (RollCageX)

Available for the historical point of view. The initial versions before the name was changed to ReCaged. More primitive, but shows the progress step by step until the current versions. The initial versions are not here. That's because they were "proof of concepts" (based on a modified Open Dynamics Engine demo) and the work needed to cleaning up+add licensing would be a lot considering the result would be of no real interest. But it might be of interest to know that I created (again, based on an ODE demo) the very first version of rcx (v0.01) in September of 2007.

Requires SDL and ODE libraries (and dev libs).

Note: v0.05 and v0.06 requires ODE built with single-precision (float), and not double (on debian, just install the "libode-sp-dev" package instad of "libode-dev").

2 May 2010

RollCageX v0.06


Mostly internal changes: move from C to C++, major cleaning up of code and building process, addition of a camera following the car and more.

You need ODE built with single-precision!

16 Apr 2009

RollCageX v0.05


A much more developed version than "0.04": cleaner directory tree, addition of shading for graphics, configuration file loading and (dummy) "object" loading and much more...

You need ODE built with single-precision. Also remove the "mtune" and "march" arguments from the makefile if you are not using an i686 cpu and/or are experiencing build issues.

23 Jan 2009

RollCageX v0.04


The first proper version, written from scratch. Mostly a proof-of-concept and does not feature a lot. It uses ODE (for simulation), SDL (for window handling) and (quite obsolete) opengl 3D rendering.


An old proof-of-concept script-based game engine, with all functions provided by shared objects (C/C++) loaded at runtime: "plugins". Requires SDL library (and dev lib). It was partially inspired by the "microkernel" concept (hence the name). Written under a short timespan at the same time as the early versions of RollCageX. And like RollCageX above, the initial versions are of not included (and rather unexciting). The underlying idea has been revived for possible future developments, which may contain trace amounts of scheme...

21 Aug 2008

MicroEngine v4


More mature and adds some basic library functions (prints some text, opens up a window, sleeps a few seconds then closes it).

19 Aug 2008

MicroEngine v3


An attempt at a working system: loads libraries ("plugins") and processes custom script language.