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Work in Progress / Cinematic Car Physics (CCP) - SCREENSHOTS

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hmm
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Posted: 19th Mar 2004 22:21
Cinematic Car physics (CCP);
This is something I began work on way back when I first started Darkbasic and had just got Driver2. I wanted to make some cool car physics that weren't too real, but real enough to be good fun.

Well, now I've had absolutely tons of car physics experience (Criminal 1,Criminal 2,Criminal 2:Advance physics, RandomcityPro), and have got it down to this new CCP Pro version which is shaping up very, very nicely.

So, how does it handle? Well so far I've got pretty much everything I'll actually need. You see, I've been able to model pretty accurate rigid body physics for quite some time now allowing the car to bounce and flip on a matrix.However, the slow collision commands have prevented me from moving into applying this to objects such as ranps, bridges etc. Now though, with the help of my newly developed, super fast sliding collision function and the intersect object command, I have been able to implement all of the above onto objects. I now find myself jumping gaps between ramps, flipping the car of a twisting bridge, and slowly toppling off a huge vertical wall. I am now able to do pretty much replicate 'Stuntman' or 'Driver'(note: Not quite Driv3r yet, with its bikes and trucks and boats).

Listen out for more news on this project. Below are some screens that really do not do justice to the moving engine. They just show the object collision in action on a basic level. Anyway, hope to hear any comments that you all have.










BTW. The object collision has very little effect on the speed of the engine, which is pretty fast on my crappy computer.

coincidence? how about pure cosmic convergence!
Chaos
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Location: United Kingdom
Posted: 19th Mar 2004 22:26
Looking Very Good

Nothing is True
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ReD_eYe
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Posted: 19th Mar 2004 22:32
*drools*

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jrowe
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Posted: 20th Mar 2004 01:30
Nice work! Looking REALLY good!

You might want to take pity on those on 56k and remove a few screens though.


For Fathers and Sons who enjoy wholy spirits.
TheAbomb12
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Posted: 20th Mar 2004 01:54
*mops floor*

Nice screen shots...

Amist the Blue Skies...
Proteus 1935
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Posted: 20th Mar 2004 02:29
Reminds me of Stunts! (btw someone should remake that), nice!

Currently coding: MAG
Recent coding: Video Capture Plug-in
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Dave J
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Posted: 20th Mar 2004 03:24
Quote: "Reminds me of Stunts! (btw someone should remake that), nice! "


Currently there are about 4 seperate teams remaking it. Take a trip down to remakes.org and look under "4D Sports Driving" which is what Stunts was named when it was published by it's original publisher.


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walaber
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Posted: 20th Mar 2004 05:16
what a tease!!! you obviously have it working great, but **where's the demo link??**

super screenshots though, I hope this turns into something we can all try out soon!

Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia GeForce 4 Ti4200 AGP 8x 128MB
Philip
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Posted: 20th Mar 2004 09:39
Someone could remake Stunt Car Racer. Yum.

Philip

What do you mean, bears aren't supposed to wear hats and a tie? P1.3ghz / 384 megs / GeForce MX 5200 128meg / WinXP home
hmm
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Posted: 20th Mar 2004 11:54
I've been twiddling with some values to make it real arcadey now. Very Fun!

I'm planning on releasing a demo soon, I first need to make more ramp models for more variation.

coincidence? how about pure cosmic convergence!
hmm
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Posted: 20th Mar 2004 14:27
Sorry! Demo will now have to wait till I get new (much, much, much better) computer so that I can input better values, otherwise it'll probably run way too fast and just look stupid on all of your computers.

anyay, I added a couple of new ramps. One of them has an up/down moving platform which works perfectly without any new code.Yay! Afraid side to side moving platforms won't work yet though (you'll just slide off).

coincidence? how about pure cosmic convergence!
walaber
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Posted: 20th Mar 2004 15:33
if you converted everything to timer() based movement, we could all enjoy a demo now

Go Go Gadget DBPRO!

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ReD_eYe
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Posted: 20th Mar 2004 15:47
could you not just limit the sync rate?
what ever fps your getting, set the sync rate to that and it'll run at the same speed on anyones pc.

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dark coder
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Posted: 20th Mar 2004 18:13
walbers method is best,

running from the fps speed is a big no no

hmm
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Posted: 20th Mar 2004 21:50
I'll get working on it now, along with a bit of polishing up of the demo to make it cool.

While im at it, do you want to see buttons which vary values(eg acceleration, handling, gravity etc) and maybe some which make the car flip? I could add these just to show off the physics if you want.

coincidence? how about pure cosmic convergence!
walaber
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Posted: 21st Mar 2004 03:30
yes, yes, and ... yes

you are a good coder, I'm sure you'll have no problem implementing a nice timer() based system.

you can always test it by manually setting the sync rate command to limit your fps, and see if your program still runs at the same speed.

Go Go Gadget DBPRO!

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dark coder
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Posted: 21st Mar 2004 21:25
limiting the sync doesnt slow the cpu down, it just freezes for a duration of time before the loop, so it can compensate for your sync limit, having a timer based system would malfunction if you campared the two :-P

walaber
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Posted: 22nd Mar 2004 01:30
nono I mean use a timer() based system... and then just to test if its working, use the sync rate command to *slow down* your loop, and see if everything still moves at the same speed as sync rate 0. for example, the car moves 15 units / second.

you don't necessarily have to use the sync rate command, you could just add a small bit of delay code in your loop to get the same effect as well.

Go Go Gadget DBPRO!

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hexGEAR
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Posted: 22nd Mar 2004 02:28
nice screens can't really say much about the car physics without a demo though

i wouldn't suggest using a timer() based sync method... especially for driving games unless you like constantly calculate/store all the time factor values in an array of size 5 or more and calculate the average and use that to multiply all the dependent variables.

another solution would be to keep the time factor external so users can change it. say u used a time factor of 0.03 to multiply all your in-game motion dependent variables and the game ran smoothly on your system, you could allow another users to modify this value to whatever until it could equally run smoothly on thier computer.

Wik
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Posted: 22nd Mar 2004 03:56
Or, you could put sync rate 60 at the top of your program.


hmm
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Posted: 22nd Mar 2004 13:36
I'm going with the timer() based loops. This will give me a chance to play with slo-mo!

coincidence? how about pure cosmic convergence!

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