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Work in Progress / Cinematic Car Physics DEMO + new project screenshots!

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hmm
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Posted: 1st Jun 2004 18:40 Edited at: 1st Jun 2004 18:51
To find out what CCP is goto;
http://darkbasicpro.thegamecreators.com/?m=forum_view&t=28113&b=8

or just download the demo here;
[href]www.dbspot.com/hmm/temp/cardemo.zip[/href]

Basically, its a very fun car physics engine that im about to implement into a new project..

i world - interactive worlds

This is my newest and biggest project. It will be a tool which people can use to create landscapes populated with interactive items/entities (eg. vehicles to drive, things to blow up smash, people to kill, police to run away from). So you'll be able to make your own cities, or countryside areas or coastal towns or crazy death arenas. It will feature the above cinematic car physics.

I've got alot of code ready to stuff into this project, so its not as crazy a task as it appears. The matrix editing is all up and running but for the implementation of my texture blend code. You can craft organic landscapes easily and then put roads on them. The good thing is that the heights correct themselves automatically so that no roads are tilted too much to the side, so you don't need to painstakingly go through checking the roads. I'll also put my car pathfinding code in there to allow cars to automatically find their way around the user's landscape.

Heres some screens of the editor so far;







and the texture blend code i'm about to add for nicer looking terrain. It allows for as many different ground types as u need.



Updates soon!

coincidence? how about pure cosmic convergence!
hmm
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Posted: 1st Jun 2004 18:41 Edited at: 1st Jun 2004 18:44
im having problems setting up the hyperlink to the cardemo;
[href]www.dbspot.com/hmm/temp/cardemo.zip[/href]

coincidence? how about pure cosmic convergence!
hmm
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Posted: 1st Jun 2004 18:49
forgot to tell you controls for car demo;

arrowkeys - move
mouse - rotate camera around car
1 - normal cam
2 - incar cam
x - flip car
z - roll car
s - hold for slo mo

coincidence? how about pure cosmic convergence!
Rigo
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Location: Hungary
Posted: 1st Jun 2004 19:11 Edited at: 1st Jun 2004 19:18
Hmm, nice screenshots, downloading the demo...
But try to remove the grid from the textures, and the texture blending method is too rectangular...


FZoli.

Look at MED, the Matrix Editor from Hungary! Texture blending, free rts camera, and more!
http://darkbasic.thegamecreators.com/?m=forum_view&t=31490&b=8
ReD_eYe
21
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Location: United Kingdom
Posted: 1st Jun 2004 19:23
that demo is frickin excellent! only thing that bugged my was the camera, make it follow and rotate with the car, and have the mouse option as another camera mode.
That editor looks great too!

David T
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Posted: 1st Jun 2004 19:27
http://www.dbspot.com/hmm/temp/cardemo.zip

You need the http://

Two strings walk into a bar. I'll have a pint says the first$%ASLDJ09920D"$"$D. Excuse my friend says the second, he isn't null terminated.
Rigo
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Posted: 1st Jun 2004 19:35
Huhh, Excellent Phisics!!! Yeah, the camera needs some work...but absolutely GOOD JOB!!!

FZoli.

Look at MED, the Matrix Editor from Hungary! Texture blending, free rts camera, and more!
http://darkbasic.thegamecreators.com/?m=forum_view&t=31490&b=8
hexGEAR
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Location: Naytonia
Posted: 1st Jun 2004 20:06
same hurr, the car physics was sweet! i did a mid-air triple side twist and a forward flip all in 1 and landed perfectly... beat that

hmm, seems like u got car physics and random city generation covered why don't you step up a notch and go for car mesh deformation and retexturing when the car crashes.

Pincho Paxton
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Posted: 1st Jun 2004 20:29
Should make a race game.

hmm
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Posted: 1st Jun 2004 20:30
Yeah, i've been looking into memblocks recently for other projects, but i am interested in implementing mesh deformation. However, might it slow the program down too much? Eventually there will be more objects and more calculations going on so mesh deformation may be too much for it. I'll defintely try some sort of texture damage though.

coincidence? how about pure cosmic convergence!
hmm
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Posted: 1st Jun 2004 20:36
implemented texture blend.





coincidence? how about pure cosmic convergence!
Rigo
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Posted: 1st Jun 2004 21:02
Nice shots, but please do something with thehe seams...

FZoli.

Look at MED, the Matrix Editor from Hungary! Texture blending, free rts camera, and more!
http://darkbasic.thegamecreators.com/?m=forum_view&t=31490&b=8
hexGEAR
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Posted: 1st Jun 2004 21:20
you don't have to deform the car everysingle time it crashes, you could have like preset deformations (4 car angles, hood, trunk etc) when a hit occurs on that part of the ride (say you hit something or fall on that part) you deform that part once and only once, same goes for the other parts so basically you'd only call your mesh deformation function 5 times for say 5 different types of crashes, then pass the crash location on the car and dent it etc, if you fall on that same part again, nothing happens.

M00NSHiNE
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Posted: 1st Jun 2004 22:55
The physics are very nice - all its missing are the physics for when it hits the ground after its launched over a ramp or hill. It just stops dead. Walaber's Newton physics dll could be useful. Still, these are probably the best vehicle physics Ive seen in a DB game, the only gripe I had was there seemed to be too much swing in the back end of the car when turning, the drift was too loose. Very good though.

MikeS
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Posted: 1st Jun 2004 23:55
Very nice Hmm. Excellent physics. I agree with Moonshine that the turning is a little too much.


----------------------------
It's also a coincidence I started a car game and am working on a similar track editor.



A book? I hate book. Book is stupid.
(Formerly known as Yellow)
Major Payn
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Posted: 2nd Jun 2004 03:38
Will we be able to add our own objects in the editor. Like more cars, or even pedestrians? and will the editor also work with DBP so that we can program more things, such as shooting and missions. I would love to make a GTA style game, and this makes it much easier great job!

P4 3.2Ghz/Alienware area 51/radeon 9800 pro 256mb/sound blaster audigy 2/5.1 surround sound speakers.
greenlig
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Posted: 2nd Jun 2004 11:17
look brilliant hmm!

Pity im in linux and cant try the demo

reagrds
greenlig

I got best and fairest for soccer WHOOHOOO!
hmm
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Posted: 2nd Jun 2004 16:08
@ Major Payn: I do have plans to make an entity/object property editor so that users can add their own stuff. I may have to make one anyway for my own use.
About DBP integration; You will be able to load the maps into dbp with included code, but as i'm not going to release the source code you won't be able to actually add your own code to it. You'd have to program youre own physics and ai and just load the map in im afraid.

Personally though, I enjoyed the carnage of GTA more than the missions (generally), and this program is based on the carnage and the living, breathing environments.

coincidence? how about pure cosmic convergence!
Phantom Warrior86
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Posted: 2nd Jun 2004 20:05
is it just me or is the car all wheel drive but on a serious not needs a rescue button for when you get stuck in de water other than that this is awsome

"Old and weak think you I am, your mistake soon you will learn"
HZence
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Posted: 3rd Jun 2004 06:12
Yeah, the camera gets annoying though.

The physics are incredible though.


Team EOD :: Programmer/Storyboard Assistant
hmm
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Posted: 3rd Jun 2004 12:20
Phantom Warrior86 Press shift to reset the car

coincidence? how about pure cosmic convergence!
walaber
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Posted: 3rd Jun 2004 19:16
that'S really fun!! the arcadey-physics are really impressive!!

Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia GeForce 4 Ti4200 AGP 8x 128MB
thief
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Posted: 4th Jun 2004 19:34
So its gonne be like open the editor make a map... then hit play??

thief
Clownpaint
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Posted: 4th Jun 2004 21:00
Park the car under a bridge as it comes down, and watch it fly! WEEEEEEEEEEEEEEEE!

2.66ghz, 256mb ram, ATi radeon 9600xt 256mb graphics card, 120gb
David T
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Posted: 4th Jun 2004 21:22
After playing SimCity4 again this brings up noce memories

Especially the land automatically being raised to create realistic roads - any chance of seeing any code?

Two strings walk into a bar. I'll have a pint says the first$%ASLDJ09920D"$"$D. Excuse my friend says the second, he isn't null terminated.
hmm
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Posted: 7th Jun 2004 01:13
David T: Fraid no code to be shown. Its all a bit haywire, and you need to know some stuff to understand this other stuff and that function over there and those arrays... The principal behind it is that it tests to see if roads are slanted to the side then corrects that by averaging all the heights. Then all junctions/corners are averaged to make sure they are still flat.

Thief exactly! oh, and I'll throw in a whole load of premade maps.

coincidence? how about pure cosmic convergence!
the desktops
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Posted: 8th Jun 2004 04:02
Something I finally need. I like Magic World, but I think that this program has much more potential.
thief
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Posted: 8th Jun 2004 05:00
WOW hmm, sound/looks awesome! keep it up.

thief
TEH_CODERER
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Posted: 8th Jun 2004 16:07 Edited at: 8th Jun 2004 16:09
Looks great.
Shame you aren't giving the code.
[EDIT]How do you put an image in your sig?[EDIT]

Current Projects: Dark_Worlds_Map_Editor version0.1 aneale5@orange.esinet.org.uk
[img]http://www.uploadimages.net/images/331935avatar2.JPG[img]
David T
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Posted: 12th Jun 2004 23:50
Cool

I can understand the averaging works for road which are level, but you have a few roads which are also slanted. What heights do you average?

Two strings walk into a bar. I'll have a pint says the first$%ASLDJ09920D"$"$D. Excuse my friend says the second, he isn't null terminated.
hmm
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Posted: 14th Jun 2004 20:13
I average all tiles which are tilted sideways. But as I check and update tiles from bottom left to top right of the matrix, roads end up slanted, as tiles check later pull up the corners of previous tiles. It's a bit hard to explain really.

coincidence? how about pure cosmic convergence!
thief
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Posted: 19th Jun 2004 06:21
when do you thinks this project will be done?

thief
hmm
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Posted: 20th Jun 2004 00:33
end of summer at most.

coincidence? how about pure cosmic convergence!
hmm
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Posted: 20th Jun 2004 00:40
Im now making some buildings. Should I make them with detailed ground floors (shops, doors etc) or just leave it blank?

If I do use shops and doors, shall I make them pre attached or shall I make them smaller objects you can attach to walls as you please?

I really want to keep the media simple, but i need you're advice.

coincidence? how about pure cosmic convergence!
David T
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Posted: 20th Jun 2004 18:26
I'd go for deatiled ground floors. You could even have two versions of each building, a simple version to be shown when the car is far away, and a detailed version for when you're up close.

Two strings walk into a bar. I'll have a pint says the first$%ASLDJ09920D"$"$D. Excuse my friend says the second, he isn't null terminated.
hmm
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Posted: 20th Jun 2004 20:42
I've now decided the way to go is to make loads of 'tiles', blocks for you to build your own buildings, with 'floor' blocks, ground floors, upper floors, steps, roofs, shops, and extras. This should allow for more interesting design, like a university with loads of steps to jump off, or some winding back alleyways.

Good idea?

coincidence? how about pure cosmic convergence!
ReD_eYe
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Posted: 20th Jun 2004 21:26
Excellent idea, i can't wait for this!

thief
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Posted: 21st Jun 2004 18:36
Yeah sounds awesome!

thief

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