I had thought about a kart game server, but the main problem is to get a server with a fast enough internet connection (considering that we are not making any money with the game). Well, we are thinking about several options, starting with online highscore lists, download manager for additional tracks, karts etc. Online and their passion seemly never drop.Maybe it is the competing between amounts of real players brings them so much fun. trees in some of the tracks, which are not at all optimised. sort triangles by texture to avoid texture swapping, generally make use of shared models, e.g. We are using display lists, but for better performance most of the data handling should be improved (e.g. It actually depends a bit on how many karts you see (which indicates that the performance problem are the kart graphics, and the graphics library we use). My laptop is usually fine with 4 karts (now that I write this: I am mostly using a debug executable, so it might be able to handle more), my desktop can run 10 karts with about 100 fps and more (nvidia GS 6800). Well, I did quite a bit of performance improvements (in case that you have heard of the performance problems of the 'game of the month' supertuxkart version), but we are currently stuck with the rather dated plib library, which doesn't exactly gives the best performance. Michaelth wrote: How fine is your game's performance?Can it runs smoothly(more than 60 fps)with 10 or more karts? So why not design a pretty good online kart game server? Kart game online and their passion seemly never drop.Maybe it is the competing between amounts of real players brings them so much fun. So I don't think this game form is more attractive than the online version.Currently,I find there are a lot of game players playing the How fine is your game's performance?Can it runs smoothly(more than 60 fps)with 10 or more karts?How many screens can your game split,4 or more?And Is a player just compete with some robot karts(controlled by computer) in your game? Split screen multiplayer?It sounds ineresting. We already support split screen multiplayer at this stage. release 0.5 (though I admit that this schedule is not really fixed, since it depends a lot on how much time the core developer have, and how easy the features are). But it will (hopefully, time permitted) be the next big feature we add (see our currently proposed milestons page at: At this stage I can't commit to a deadline for that, for now we focus on getting all the physics issues fixed first, and make the actual game better. We certainly plan to add network multiplayer support, which means you should be able to run it over the internet with friends (assuming that the lag is within certain limits of course).