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BZFlag

Gold · 83 with BZFlag (robots) 0.1 h played, 0 crashes

A 3D tank battle game: drive and shoot across online servers or against computer tanks.

Genre
shooter
Players
online multiplayer bots
Input
supports gamepad (partial) made for keyboard and mouse
View
3D

Played sessions

Testing is done with Walnut's rating tool (walnut-rate, on the console): how ratings are made and submitted.

Same in every session: Walnut 0.1, bzflag-client 2.4.30-4+ps3.931~dev20261028224438

The platform builds under it (3)
Linux kernel6.12.111+ps3.874 Walnut's build
Mesa26.2.4-1+ps3.924 Walnut's build
ps3rsx0.924+k6.12.111+ps3.874 Walnut's build
DateLauncherRulesPlayEndedPicture
2026-10-29 BZFlag (robots) 2.38 minquit ok Details
2026-10-29 BZFlag 2.38 minquit ok Details

Download all sessions as CSV (one row per session, the aspects as columns)

Rating history

The rating on each version it was tested on, newest first: each row is rated from that version's sessions alone, under the newest rules those sessions have the data for.

BZFlag (robots)

VersionTestedMedalRules Frame rateSmoothnessSoundPictureStabilityControlsDisplayFeaturesLoad Play
Walnut 0.1
bzflag-client 2.4.30-4+ps3.931~dev20261028224438
2026-10-29 Gold · 83 2.3 6072100100901007510097 0.1 h
1 test

BZFlag

VersionTestedMedalRules Frame rateSmoothnessSoundPictureStabilityControlsDisplayFeaturesLoad Play
Walnut 0.1
bzflag-client 2.4.30-4+ps3.931~dev20261028224438
2026-10-29 Rust · 74 2.3 74-991009010075100100 0.1 h
1 test

Scripted benchmarks

Not rated: tests of driver and game changes. A script plays the same scene on the PS3 again and again (the desktop stopped, vsync off) to compare two builds of the game or of the graphics driver. The numbers say which build is faster; they never feed the medal.

How the script plays it: BZFlag 2.4.30: smoke test, not benchmarked. The client joins a bzfs that during starts on the same machine as "smoke" on the command line, which makes it connect at once, with `-solo 3`: three robot tanks the client drives itself, so there...

The recipe's full description

BZFlag 2.4.30 (Debian ports ppc64: bzflag-client, bzflag-data, and bzflag-server for the local game): smoke test, not benchmarked. The client joins a bzfs that during() starts on the same machine (a generated world, no list server registration) as "smoke" on the command line, which makes it connect at once (startupInfo.autoConnect), with `-solo 3`: three robot tanks the client drives itself, so there is something to shoot at. The client is fullscreen unless `-window` is given (bzflag.cxx: only `_window` makes a window), at the screen's resolution. Arrow keys or the mouse drive, the left button or Space... fires, Esc the menu. Settings: ~/.bzf/ (config.cfg, written at exit), restored after the run. What it exercises: GL 1.x fixed function through GLEW on SDL2, display lists, the radar's stencil; its own sound mixer on SDL audio. Risks: big-endian network code (the server and client on one machine at least agree), the robots' CPU on the PPE.

2 variants of the recipe
basethe recipe as it is, without a variant
padThe console's own DS3 (on USB) would be the first game controller "auto" takes: the virtual pad comes under another ID (SMOKE_PAD=generic) and SDL hides the DS3's (054c:0268) for this run.

No benchmark results recorded for it yet.