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Work in Progress / GTRacing WIP

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Elite Gaming
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Posted: 31st Jul 2006 14:21 Edited at: 28th Oct 2006 10:36
Well, after a few hard days trying to get the main elements of GTRacing done, i think its ready for a post in here.

GTRacing is simply a racing game. At the moment, the game is set on the world famous Laguna Seca track. The final version of the game will have 7 opponents, all with their own unique diving styles, damage collision, car physics and a working pit crew.

The game currently has a fuly modelled Laguna Seca track (built by kevin_g, not on these forums, but a damn good modeller), and is using the DarkPhysics expansion pack for car physics and collision.

It will also feature a replay theatre, so you can see what your driving was like, similar to that of Gran Turismo and Forza Motorsport.

Track: 80%
Cars(models): 70%
Collision: 60%
AI: 1%
Environment: 10%
Car Physics: 60%
Replay Theatre: 20%

Demo v1.2 (20/08/2006) - http://moshed.co.uk/gtracing/gtracing_new.exe - 22.2Mb





Quick Edit: updated screens above
gameguru
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Posted: 31st Jul 2006 14:47
Hi bro, have been trying my hands on a racing game too in my off time. Maybe i may be of some help, with the car modelling.
BiggAdd
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Posted: 31st Jul 2006 16:43
nice. Looks very nice. Hope you get that transparenty fixed.

Elite Gaming
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Posted: 31st Jul 2006 16:50
Thanks BiggAdd. I've fixed the transaprency problems, see shots below:





Xenocythe
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Posted: 31st Jul 2006 18:21
Can we have a quick demo? This looks nice, I'm following on this one!

Applyby has Flies in his Eyes.
Sergey K
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Posted: 1st Aug 2006 02:13
are those your own racing maps? cuz i think that i seen already exactly the same map long time ago.. it was F1 2000 or something like that. nice work anyways

MyNewSite:http://gogetax.com
Forums(About BLO and more):http://gogetax.com/forum
Sixty Squares
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Posted: 1st Aug 2006 03:14
Those look like the ones from Gran Turismo 3! Great Job on that track! What program was used to make it?

Elite Gaming
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Posted: 1st Aug 2006 03:30 Edited at: 1st Aug 2006 03:32
Hi,

Thanks for the feedback, even though its all on screenshots. The model may look familiar, as its the Laguna Seca track, a real-life track, that nowadays seems to be used in every racing game out.

The model, although not built by me, was done in Autodesk 3ds max, its a lo-poly version, around 20,000 polygons, but looks gorgeous in 3d, although, it was a pain getting it into the game as an .x file, and then having to redo most of the textures to allow for the proper transparency.

How can i create an exe of the game which includes all the media in it (at the mo, i don't want the track model getting into unwanted hands!)

Updates to the game, the cube now has basic car physics, purley for the testing the track, but it will be improved on.
QuothTheRaven
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Posted: 1st Aug 2006 06:36
I don't mean to be harsh, but this basically seems like you took someone else's map and someone else's collision code, and just arbitrarily put them together. Is there any type of gameplay other than moving the cube around? Does it react like a racecar in any way?

You haven't shown any initiative into actually making progress into an original game. I'm not saying that you can't, I'm just saying that you haven't, and right now all you've posted is that you've put other people's work together and called it your own. It's very possible that you'll develop it into a nice game.

But for now, I'm all shiftyeyes

Aaron Miller
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Posted: 1st Aug 2006 07:36
Well, if they let him, then that's fine.

Anyways, i have a billboarding tutorial which might be helpfull with those trees, also, i have an fps increaser code floating around on the internet as well.. You may use those codes if you like. Of course, i'm not sure how helpfull they are to you, but whatever. Anyways, you have some stuff done on it, and if you know that you'll finish this, this counts as a W.I.P.

Sixty Squares
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Posted: 1st Aug 2006 13:59 Edited at: 3rd Aug 2006 04:28
He'll probably do something with it.

EDIT: Thanks

Elite Gaming
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Posted: 1st Aug 2006 14:06
@QuothTheRaven

Sorry you feel that way. Alot of work has gone into the coding side of things at the moment, so a screenshot doesn't really do it justice. I do have permission to use the 3d model in the game.

The car does have basic car physics at the moment, i have more advanced physics to add to it, such as gear ratio's, weight distribution, and gravity, but at the moment, i am just concentrating on applying simple physics to the cube object to enable it to go round the track (which it does at the moment, with acceleration, and deceleration), but i am now coding it to angle correctly with the race track. Once all thats done, the advanced car physics will be applied.

@DB user 2006+

I've allready spent out £200 on the project, so its making me wanna push to get it finished.

Thought people would have been happy that a noob actually posted something they had done in a WIP thread, rather then me just posting "I'm making a racing game, its got cars".

Thanks for the feedback
Kentaree
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Posted: 1st Aug 2006 14:14
Harsh guys, very harsh. I think if you've done what you've said, you're doing well EliteGaming. Keep up the good work.

How are you going to handle physics, are you going to write it yourself, or are you going to use a physics engine like ODE or Newton, might be worth to have a look at.

Elite Gaming
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Posted: 1st Aug 2006 14:41
@ Kentaree

I am looking at developing the engine myself, i've got reference guides from some sites that go through the mechanics of car physics. Although, looking at some physics engines already built may help me, where can i find those engines?

Also as a reference to me building this, has anyone else ever coded a racing game in DBPro, i played the BecherRace demo available on the site, but wouldn't mind looking at what other people have created.

Also i have been looking at shadows on the models, and was wondering whether adding a light to the track would automatically cast correct shadows, as it would in something like 3ds max.

Thanks
Silvester
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Posted: 1st Aug 2006 19:29
This looks like a game made by a Pro comapny,only the Dunlop tire is a bit less detailed as the rest.

looking forward to see the cars!

B-DA FIRE!
Megaton Cat
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Posted: 1st Aug 2006 19:36 Edited at: 1st Aug 2006 19:36
I think you should mention in your first post that the map is not your own work.

Give credit where it's due.
Elite Gaming
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Posted: 1st Aug 2006 19:46
@Megaton Car

It does state the model is not my own work

"Well, after a few hard days trying to get the main elements of GTRacing done, i think its ready for a post in here.

GTRacing is simply a racing game. At the moment, the game is set on the world famous Laguna Seca track. The final version of the game will have 7 opponents, all with their own unique diving styles, damage collision, car physics and a working pit crew.

The game currently has a fuly modelled Laguna Seca track (built by kevin_g, not on these forums, but a damn good modeller), and has collision detection, thanks to the coding of Kensupen and Lokidecat, with their awesome .x collision code.

It currently runs at 23 FPS on my machine, which is without optimisation to make it run faster.

You will notice some slight problems with the graphics, trees etc. The transparency has been finished yet, so they display funny. The pylons and wires problem is something i'm trying to figure out whats wrong."

@Accel Leon

The cars should hopefully be done in about a week, taking my time in getting them done, as they need to be in-keeping with the graphics on the track. They should, once coded in, have working brake lights, rotating wheels, and with any luck, some simple damage, like wheels braking off, scratched body work etc.
Elite Gaming
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Posted: 2nd Aug 2006 12:28
Heres a few new screenies showing the speedometer in action. This is leading on to working out gear ratios, and applying them into the car physics for use in working out revs etc.

enjoy.



The ARRAYinator
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Posted: 3rd Aug 2006 23:35
Looks good! if you ever need help with car physics feel free to ask me.As my current game requires car physics(based off real physics formulas) So if you need help just ask. im glad the collision works. that will have to be modified though to udjust the angle on the car to the track. Anyway hope to see this project progress.good luck!!!
Elite Gaming
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Posted: 4th Aug 2006 00:08 Edited at: 4th Aug 2006 13:21
Thanks ARRAYinator! I've been watching my topic all day wondering if anyone was going to post, then just i'm about to update with new screenies, someone does!

Well heres the new screenies!







It now has a car (although this is a temp car, free to download from turbosquid), which has moving wheels.

The physics are temporary at the moment, they work of "fake physics" at the moment, but the hud display would work real time once these the real physics are applied.

I'm hoping to release a demo soon, but the collision isn't right yet and needs manipulating, and also gravity needs to be introduced (the car just angles to the tracks height at the moment), so keep your eyes peeled.

@ The ARRAYinator, i could do with some help on the physics side of things, so perhaps we could talk about it some time.
The ARRAYinator
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Posted: 4th Aug 2006 03:21 Edited at: 4th Aug 2006 03:25
Looks Great! But the fps is getting me worried.As it is relatively low.Are you using any culling method? I think you could also raise that camera a bit. As it seems a little low in the first pic. But otherwise seems good to me.Did you get the car angle thing working?

Quote: "@ The ARRAYinator, i could do with some help on the physics side of things, so perhaps we could talk about it some time. "


Id like that. Just let me know when you need help. Ive been on the forums quite frequently lately so ill be around. Just let me know how you want to keep in touch.
BiggAdd
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Posted: 4th Aug 2006 05:11
Its looking cool. I think though, the fps has a lower count due to what seems to be a very high poly car.

dab
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Posted: 4th Aug 2006 08:40
Quote: "Its looking cool. I think though, the fps has a lower count due to what seems to be a very high poly car.
"


The FPS doesn't seemed to have changed. Actually. I don't think its the car. But it started at 22, and even with the cube later, went down to 16.

But I agree, this game does look awesome.

Quote: " this basically seems like you took someone else's map and someone else's collision code, and just arbitrarily put them together."


My attitude is, at least some one did it. lol.
Elite Gaming
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Posted: 4th Aug 2006 10:28
The low FPS is mainly due to the collision code, seems to wear it down quite a bit. I will be changing it soon, and adding newton physics. The track is only 20,000 polys, and the car is 2,000 polys, so once the collision detection is made better, the FPS should bump up quite a bit. I'm also using quite a few intersect object commands, which is causing the FPS to drop, but it runs at a smooth 16 FPS at the mo.

@ The ARRAYinator

The camera in the first picture is a bug, the camera doesn't move on its Y position very well, so it means when you go down a slope, the camera seems to carry on going forward for a while, as i'm using set object to follow camera, and using 10 on the smooth value.

The car angle is working to a degree, but their is problems with it, which are noticable when you hit the "corkscrew", but i'm implementing "real time" gravity soon, so hopefully, that should work better.

In the next few weeks, the tracks going to get some attention, smoothing out some of the corners, updating some of the textures (creating a more detailed sky box) and hopefully then adding some timing code for lap times.

Thanks for the positive feedback
Elite Gaming
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Posted: 5th Aug 2006 01:04
Well, i still can't give you a demo yet, as collision is not right yet still, but i have run off a few videos of the game in action (the FPS runs at 16 at the mo, and due to video compression, the videos run at 1.5x normal speed).

Enjoy!

http://moshed.co.uk/gtracing/video1.mpg

http://moshed.co.uk/gtracing/video2.mpg

http://moshed.co.uk/gtracing/video3.mpg
The ARRAYinator
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Posted: 5th Aug 2006 05:22
looks nice. don't know if its the vid but the turning had a very jerking kind of motion. other than that looks very nice.I cna't wait for this to have real car physics though as it would really compliment the great looking track you have there.I think you should focus on that before you start fixing the track and skybox.most of the games that suceed focus on gameplay first. Anyways looks great!
Elite Gaming
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Posted: 5th Aug 2006 13:25
Thanks ARRAYinator, the jerky motion on turning is due to the camera (and i think it may also be down to the FPS, got to run a few tests to check it out).

I'm just in the process now of adding newton physics to the car, and also better gravity.

One question though - is it worth buying Dark Physics for its car physics code? After looking at the video it seems quite good, but would it work with a .x object as the track etc, the one thing i'm after is just gravity.

Thanks
zzz
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Posted: 5th Aug 2006 15:36
This looks really nice! Can´t wait to see more advanced physics on that awesome car!

The ARRAYinator
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Posted: 6th Aug 2006 01:09
Well that depends I personally like to either use newton or my own physics library.Newton is good because well lots of tutorials and if you wish to sell your game/program its royalty free!Im going to stick with newton as it is really good at doing what I want it to do at the moment.Other than that it is up to your prefrence.If you choose Newton I would be more than happy to give you a hand on the physics.well Im glad to see the progress made on the project so far!
Elite Gaming
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Posted: 6th Aug 2006 01:32
Well, i just ordered Dark Physics, and i hate it already. I expect, that using it for a while would help, but i just can't seem to get even the basics to "simulate" a racing car. If you set the max wheel rotate to low, you end up not being able to turn at the start, but make it to high, and the car has too responsive turning.

I'm intrested in using Newton physics, but i can't get my head around it, or find a nice tutorial that i can use to apply basic physics to my car.

The one thing i did like, and thought worked really well in Dark Physics though was the collision - i ended up with 66Fps (sync rate of 60) and it worked excellently. Using newton, can i get the same result? I noticed DP uses a function that creates a mesh of the object scenery. Can this be done using newton physics?

Is their anyway i may be able to chat with you about newton etc?
Shark
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Posted: 6th Aug 2006 01:51 Edited at: 6th Aug 2006 01:52
It looks nice so far.

My computer specs:1.4 ghz P4,Savage 2000.
(Formerly FPSC PHREAK)
The ARRAYinator
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Posted: 6th Aug 2006 02:19
yea, do you have AIM? I could make another acount on msn also if youd like. Just let me kinow how you want to keep in touch.
Elite Gaming
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Posted: 6th Aug 2006 02:26
I do use msn alot, my email is shane_computerworld@hotmail.com.
The ARRAYinator
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Posted: 6th Aug 2006 02:30
ok ill email you
VR2
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Posted: 9th Aug 2006 12:24
WOW, WOW, WOW! I just saw this thread after looking at "The return of DarkGT" and I have to hand it to you - this is looking very cool indeed!

If I'm honest, I'd rather see a "fantasy" track, one from the imagination (Ridge Racer style) than a "here is Thruxton" or whatever, but nevertheless it looks really good.

Over the years I think alot of people have had a go at car physics & handling, with I think the best coming from "The Masked Coder" as I recall. I think it could be a master stroke to use Newton, ODE or DarkPhysics as you'll buy yourself about 3 years of time AND get something that you know, in advance, will be able to suspend the players belief!! DOn't listen to those who say "you are just bolting A to B"

Having said that, I just hope that it doesn't complicate things too much for you, that you end up spending all your time fixing oddities in the physics (like wobbly wheels or rampant steering), or that it means you have trouble implementing gameplay as, effectively the gameplay is happening in a command like "DBUpdatePhysics()" and you lose control. Also there are the opponent cars to think about, not to mention the DarkPhysics licencing when you come to sell this.

And by the looks of it, you'd easily be able to!
Elite Gaming
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Posted: 9th Aug 2006 12:41
Thanks for your comments VR2. I've had quite a good budget for the game so far, so i've been able to pick up some pretty good models for the game, and agree, the easiest thing to do is stick these in DBPro. What this is really all about is a "Real" driving simulation, similar to the likes of Forza Motorsport, or Gran Turismo.

I want the game to focus on the driving physics, which is why the progress on screenshots as holted - you can't demonstrate what i've done so far in one! I've been working with Newton, Dark Physics, and my own physics to try and get a true driving feel.

In the coming weeks, i hope to improve on what i've done at the moment, and to be able to start a team to move the game forward, as its just me at the moment.

It seems not alot of people have "built" a proper driving simulation yet (going only by whats on this board - apart from Dark GT), everyone seems to be doing FPS, or an RPG - so hopefully, this will demonstrate Dark Basic's power in Motor Racing.
VR2
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Posted: 9th Aug 2006 13:26
Quote: "What this is really all about is a "Real" driving simulation, similar to the likes of Forza Motorsport, or Gran Turismo.
"


Quite, you should not listen to MY preferences its whatever makes YOU tick as you'll need that reservoir of enthusiasm for what you're trying to achieve when the going gets tough. It certainly sounds like you have a well conceived goal and I hope you manage to get there.

With that in mind, I think you're very brave to be even considering implementing the physics yourself! In contrast to what I said above, the danger there is that you'll get bogged down and spend 3 years "Going back to the drawing board" to try build your physics engine.


Quote: "It seems not alot of people have "built" a proper driving simulation yet (going only by whats on this board - apart from Dark GT), "


This is generally true. Off the top of my head I would mention The Dark Coder, the guy doing "Dark Moon", the chaps who did Alien Racer, Barzoule and ... not forgetting that chap doing the ChaseHQ game. I think the latter 3 based their work on an early version of Nuclear Glory Collision and TDC did all his himself based on the "Marco Monster" tutorials, although I believe he was using only a DB matrix as "Ground".

And then there was Dark GT of course. I seem to remember that the handling was not "all that", it was more a case of the fact that he'd painstakingly modelled GT tracks (impressive!) and had full on X model sliding collision (impressive!), which had never been done in DB (classic back then) before.

But this was all way back when. Things have changed.

You seem to be off to a great start and have the attitude required to actually complete your game. And that would be a *VERY, VERY* rare thing indeed In fact you could probably count on one hand the number of driving/racing games actually completed in DarkBASIC Classic or Pro!
DTsine
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Posted: 9th Aug 2006 14:23
Quote: "And then there was Dark GT of course. I seem to remember that the handling was not "all that", it was more a case of the fact that he'd painstakingly modelled GT tracks (impressive!) and had full on X model sliding collision (impressive!), which had never been done in DB (classic back then) before.

But this was all way back when. Things have changed.
"


Yep and I am the first to admit that the handling wasnt all that far from even being ok and thats what let it down so I agree that getting this sorted first is a good idea I mean thats why we all love racing games isnt it.

I am asking questions about dark physics and will play as much as I can and will share what I find.

When I did dark GT I just really got carried avay with proving you could use a 3D model for landscape !!! LOL

As you say things have changed a lot and the quality of this shows that.

oh and there was also the masked coder he did some interesting vehicle stuff.

Rich
VR2
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Posted: 9th Aug 2006 14:33
Ah yes, sorry, my bad, "The Dark Coder" = "The Masked Coder"
Elite Gaming
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Posted: 12th Aug 2006 00:26
Well, i'm back and this time with a demo. Theirs still quite a few bugs to iron out, the following still need attention:

Car Physics (problems braking, and turning)
Camera Control (needs to tilt up and down when going up and down hills, problems with reversing)
Speed calculations (not correct at the moment)

This is a WIP demo, just to demonstrate the physics engine, so the HUD has been taken off at the moment until the speed can be calculated properly.

Sorry about the size of this download as well (10.8Mb) most of this is down to the 30+ textures just for the track.

Demo - http://moshed.co.uk/gtracing/gtracing.exe - 10.8Mb
Nato_msc
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Posted: 12th Aug 2006 00:51
INCREDIBLE!!! I really like this game are very good game, the game in my computer run in 14 FPS (AMD sempron 1700 MHZ 448 of RAM) but y need SPEEEEEEEEEEEEED the car not run its very slow, the camera are very bad in inclinated trames, this is everything.

greetings .

PD: Sorry my English I'm from Spain.
mm0zct
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Posted: 12th Aug 2006 05:25
very nice, runs at a smooth 33fps on my system, only complaints are the streering's a but twitchy and the walls are a bit sticky, you stop dead instead of bouncing, i think you need to break up the model into road, off road and wall, and set differnt material settings.
would love a little gamepad support but that's finishing touches (proportional gamepad, not digital preferably, ie joystick like)
a little looping engine noise for that final pollish

anyway, those are pollish as i said, looking very nice so far.

AMD athlon 64 3000+, 1GB ddr400, 400GB total hdd, ati radeon x700pro 256mb (pci-e) 17" tft(@1280x1024).
Elite Gaming
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Posted: 12th Aug 2006 13:36 Edited at: 12th Aug 2006 15:29
Thanks for the feedback.

@ mm0zct

Hopefully with the ne update to Dark Physics i can improve on the cars twitchy handling.

The track is at the moment just one object as i wanted to focus on physics, so it will be split into all the different areas so i can set different material properties.

Gamepad support will be in the next update (once i get one!), and hopefully some more polished graphics (such as texturing on the car).
mm0zct
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Posted: 12th Aug 2006 15:20
oh just a speed suggesgion.. maybe replacing the car with a low poly version for the physics that's "hidden" and just relocate the high poly version to it each frame. i have a feeling that that high poly car as a physics object may be sucking up some speed.

AMD athlon 64 3000+, 1GB ddr400, 400GB total hdd, ati radeon x700pro 256mb (pci-e) 17" tft(@1280x1024).
Sixty Squares
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Posted: 12th Aug 2006 19:14 Edited at: 12th Aug 2006 19:16
I cannot run the demo, it says something about me not having the right Physics driver or something.

EDIT: IT says "Invalid PhysX runtime. Check that drivers are installed" and then it takes me to he Agea webste- the website of the guys that made DarkPhysics.

Elite Gaming
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Posted: 12th Aug 2006 19:18
@ Sixty Squares

You will need to download the Ageia Physics Drivers, found at the following link:

http://www.ageia.com/physx/drivers.html
Uncle Sam
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Posted: 12th Aug 2006 21:40
Quote: "runs at a smooth 33fps"


Smooth? I think a framerate is jerky once it goes below 60.

Uncle Sam
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Need particles? Click here!
Sixty Squares
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Posted: 12th Aug 2006 22:27 Edited at: 12th Aug 2006 22:27
Thanks, it works now. It was smooth at 32 FPS.

NICE work! Just a few things at the moment. Some of them may be more of final touches
===Move slower when you go on dirt (This is tough to do)
===I managed to get stuck on the wall. This may need a little tweaking, or at least a reset button.
===The camera keeps on going inside the car when I crash...
===(A Final touch...) SOUND.
===Your current model is looking NICE, but you may want to look into one with a little more texture... However I know that one was probably hard to find, so adding more texture to it (if possible) would be nice.

That's all I can think of atm. Good job on this, keep it up!

Elite Gaming
21
Years of Service
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Joined: 10th May 2003
Location: Isle Of Wight, UK
Posted: 12th Aug 2006 22:40
@ Sixty Squares

Thanks for the comment. Just going through your points:

1. I'm currently implementing friction on the dirt to slow the car down, but its a little bit more complex than i orginally thought!

2. I've managed to quite a few times, and keep meaning to build a restart button! Although, i do need to increase the mass of the car, to make it less able to fly about, and get stuck.

3. The camera problems are also something im working on. Trying to work out the best method for pitching it up or down when going up and down the track

4. I have the sound files for the Mercedes CLK 500, and just need to put them in, although this will be done when i get the speed calculation right, and also the gear changes.

5. Texturing the car is an on going thing at the moment, as i'm working more on getting the physics right.

Glad you like it though! Dark Physics is a must for anyone wanting to do collision detection, it's brilliant!
Sixty Squares
18
Years of Service
User Offline
Joined: 7th Jun 2006
Location: Somewhere in the world
Posted: 14th Aug 2006 00:57
Yeah, I think I need DarkPhysics...

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