SuperTuxKart is a free kart racing game. It focuses on fun and not on realistic kart physics. Instructions can be found on the in-game help page.
The SuperTuxKart homepage can be found at https://supertuxkart.net/. There is also our FAQ and information on how get in touch with the community
To run SuperTuxKart, make sure that your computer's specifications are equal or higher than the following specifications:
- A graphics card capable of 3D rendering - NVIDIA GeForce 8 series and newer (GeForce 8100 or newer), AMD/ATI Radeon HD 4000 series and newer, Intel HD Graphics 3000 and newer. OpenGL >= 3.3
- You should have a CPU that's running at 1 GHz or faster.
- You'll need at least 512 MB of free VRAM (video memory).
- Minimum disk space: 800 MB
- Ideally, you'll want a joystick with at least 6 buttons.
The software is released under the GNU General Public License (GPL) which can be found in the file COPYING
in the same directory as this file. Information about the licenses for the artwork is contained in data/licenses
.
A reminder for those who are looking at the code and 3D models:
SuperTuxKart: X right, Y up, Z forwards
Blender: X right, Y forwards, Z up
The export utilities perform the needed transformation, so in Blender you just work with the XY plane as ground, and things will appear fine in STK (using XZ as ground in the code, obviously).
In order to build SuperTuxKart from source, you'll need both the code and the assets (See https://supertuxkart.net/Source_control for more information):
git clone https://github.com/supertuxkart/stk-code stk-code
svn co https://svn.code.sf.net/p/supertuxkart/code/stk-assets stk-assets
To build SuperTuxKart from source, you'll need to install the following packages:
- OpenGL (mesa)
- OpenAL (recommended: openal-soft-devel)
- Ogg (libogg-dev)
- Vorbis (libvorbis-dev)
- Freetype (libfreetype6-dev)
- libcurl (libcurl-devel)
- libbluetooth (bluez-devel)
- libpng (libpng-devel)
- zlib (zlib-devel)
- jpeg (libjpeg-turbo-devel)
Ubuntu command:
sudo apt-get install build-essential cmake libbluetooth-dev \
libcurl4-gnutls-dev libfreetype6-dev libfribidi-dev libgl1-mesa-dev \
libjpeg-dev libogg-dev libopenal-dev libpng-dev libvorbis-dev libxrandr-dev \
mesa-common-dev pkg-config zlib1g-dev
In order to build the in-game recorder for STK, you have to install
libopenglrecorder from your distribution, or compile it yourself from here.
Compilation instruction is explained there. If you don't need this feature, pass -DBUILD_RECORDER=off
to cmake.
Run the following commands inside stk-code
directory to compile SuperTuxKart:
mkdir cmake_build
cd cmake_build
cmake ..
make -j4
STK can then be run from the build directory with bin/supertuxkart
To create a debug version of STK, run:
cmake .. -DCMAKE_BUILD_TYPE=Debug
You can install your build system-wide:
sudo make install
The default install location is /usr/local
, i.e. the data files will
be written to /usr/local/share/games/supertuxkart
, the executable
will be copied to /usr/local/bin
. To change the default installation
location, specify CMAKE_INSTALL_PREFIX
when running cmake, e.g.:
cmake .. -DCMAKE_INSTALL_PREFIX=/opt/stk
To Build SuperTuxKart on Windows, follow these instructions:
- Download and install Visual Studio from here: Visual Studio - Download. The free Visual Studio Community edition works fine.
- Download the SuperTuxKart source package from either SuperTuxKart download area - SourceForge.net or SuperTuxKart.net - Source Control, and unpack it.
Note: If you downloaded the source package from here: SuperTuxKart.net - Source Control, then both
stk-code
andstk-assets
must be in the same directory, otherwise the build can result in failure - Download the Windows dependencies package from either SuperTuxKart download area: Dependencies - SourceForge.net
or SuperTuxKart on GitHub - Dependencies, and unpack it; then, copy the
dependencies
directory from either thewindows
or thewindows_64bit
directories into thestk-code
directory, rename it todependencies-64bit
if you want to compile a 64bit build. - Download CMake from here: CMake - download page, install it; once CMake is installed, double click on the CMake icon on your desktop, and point it towards your
stk-code
directory in the 'Where is the source code' field, and point it to a directory calledbuild
orbld
inside the stk-code directory. - Press 'Configure'; CMake will ask you if it is OK to create the aforementioned directory, press
Yes
. CMake will then ask you about your version of Visual Studio. Confirm your selection; Please look at the table below to avoid confusion between version numbers and releases of Visual Studio; CMake will begin creating the required files for the build in the directory. - Navigate to your build directory and open the
SuperTuxKart.sln
file; Visual Studio will now load the solution. - In the 'Solution Explorer', right click on the
supertuxkart
project and select "Set as StartUp project" - Open the 'Build' menu and select 'Build Solution'; or, press the default keyboard shortcut:
CTRL + SHIFT + B
to build the solution.
Note: To avoid confusion between releases and versions, refer to this table:
Visual Studio Release | Version |
---|---|
Visual Studio 2017 | 15 |
Visual Studio 2015 | 14 |
Visual Studio 2013 | 13 |
-
Download and install Visual Studio from here: Visual Studio - Download, the free Visual Studio Community edition works fine.
-
Download a source package from either SuperTuxKart 0.9.2 download area - SourceForge.net or SuperTuxKart.net - Source Control NOTE: the
stk-code
andstk-assets
directories must be in the same directory -
Download the Windows dependencies package from either SuperTuxKart download area - SourceForge.net or SuperTuxKart on GitHub - Dependencies and unpack the archive; once unpacked, copy the
dependencies
directory from either thewindows
or thewindows_64bit
directories into thestk-code
directory -
Download CMake from here: CMake - download page; and install it. Navigate to the
stk-code
directory; and create an directory called "build":
mkdir build
cd build
- Once inside the build directory; run CMake to start the compilation process:
cmake ..
- Now that CMake finished configuring and creating the necessary files for the build, run the build command in the same directory:
msbuild.exe SuperTuxKart.sln
SuperTuxKart can now be run as bin\Debug\supertuxkart.exe
or bin\Release\supertuxkart.exe
Install the developer tools, either from the OS X Install DVD or from Apple's website.
If you have never built anything before, you have create /usr/local/include/
first:
sudo mkdir -p /usr/local/include/
Symlink the include
-folder of OpenGL framework to /usr/local/include/GL
(Unix programs have an easier time finding it this way):
sudo ln -s /System/Library/Frameworks/OpenGL.framework/Versions/A/Headers/ /usr/local/include/GL
On OS X 10.9.5, you might need the following workaround:
sudo ln -s `xcrun --show-sdk-path`/usr/include/ /usr/include
sudo ln -s `xcrun --show-sdk-path`/System/Library/Frameworks/OpenGL.framework/Headers/ /usr/local/include/OpenGL
The first link is required in order to find libcurl, the second to find opengl.
Download pre-built dependencies from here and put the frameworks in [hard disk root]/Library/Frameworks
CMake is used to build STK. At this time CMake will not make a binary that is ready for distribution.
You'll have to run these commands inside your stk-code directory.
With clang:
mkdir cmake_build
cd cmake_build
cmake ..
make
With GCC:
mkdir cmake_build
cd cmake_build
cmake .. -DCMAKE_CXX_COMPILER=/usr/bin/g++ -DCMAKE_C_COMPILER=/usr/bin/gcc
make
Building on 10.10 with 10.9 compatibility:
cmake .. -DCMAKE_OSX_SYSROOT=/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk -DCMAKE_OSX_DEPLOYMENT_TARGET=10.9
Place an additional copy of the dependencies into Users/<YOUR_USERNAME>/Library/Frameworks
.
Then cd to your cloned stk-code directory and execute the following commands:
mkdir xcode_build && cd xcode_build
cmake .. -GXcode
Use Finder to navigate to your stk-code/xcode_build folder and open the newly generated Xcode project (SuperTuxKart.xcodeproj
).
You can then build the project in Xcode using Product -> Build
Note: Xcode is much less well tested than makefiles, so there may be issues when trying to use Xcode.