VERLET physics engine - Test3

Community Forums/Showcase/VERLET physics engine - Test3

Stevie G(Posted 2006) [#1]
This is the 3rd incarnation of my Physics game engine. Still no decent AI as yet but working on that as we speak.

The game is locked to 50 fps so I'd really appreciate it if you could quote me your fps ,processor & card etc
Press ** F12 ** to show fps. Default is 30 vehicles & 20 objects.

Note that previous versions suffered some minor graphics glitches, please let me know if you find any.
Feedback of any kind is welcome.

Details are below. Note, if you played the previous version just copy and paste the old 'setup' file into the new
'config' directory. Play 2 player split screen by editing the players in the setup.cfg file.

Cheers
Stevie


A few low res screenies ...







The game ...

http://www.steviegoodwin.plus.com/EngineTest3.zip


=========
CONTROLS
=========

SPACE = reset simulation / move car back to start point on track
BACKSPACE = Swap between playground & racetrack
CURSORS = Throttle / Steering
F1 = Change Car
F2 = Change Camera
F2 = Reverse Camera View
F12 = Show FPS
ENTER = Special Action

JOYPAD ( Analogue only / Current setup is for PS2 but can be altered via JOYPAD.exe in the Config folder)

Left Stick = Steer / Turn tank turret
Left Stick = Raise & Lower tank barrel
Right Stick = Throttle
Button1 = SELECT = Change Car
Button2 = TRIANGLE = Change Camera
Button3 = R2 = Reverse Camera View
Button4 = R1 = Special Action ( Tank fires / cop car siren / knightrider turbo , truck jump )

====================================
CONFIGURATION ( see CONFIG folder )
====================================

JOYPAD.exe
Change sticks / buttons / deadspots etc..

SETUP.cfg
Can change screen settings / shadows onoff / no of vehicles / no of objects / CameraRange multiplier / Players ( 1 or 2 ).

========
CHANGES
========

Better / Faster shadow system
Better car handling
3d sound system
Vehicles / Objects can be damaged / destroyed
Tank can turn turret & raise/lower gun ( Left Stick up/down )
Improved graphics & more content
Truck can now jump using Special button
Sky box - implemented using a mesh rather than texture
New Mine object which explodes on contact
Still working on new vehicles so no changes from previous version sorry. Working on a Helicopter atm.

=============
KNOWN ISSUES
=============

Respawn in dodgy places sometime - just hit SPACE to reset
AI still to be done
Vehicles slip down steep slopes
Can't raise lower tank gun using keys + harder to aim.


ashmantle(Posted 2006) [#2]
reminds me of Hunter on the Amiga, which is a good thing ;)


fredborg(Posted 2006) [#3]
Fantastic!


Cleve(Posted 2006) [#4]
Simply amazing!......50fps and no graphics glitches


Bouncer(Posted 2006) [#5]
Glad to see you're still working on this. Nice to play around as always.


Stevie G(Posted 2006) [#6]
Cheers folks.

@ Bouncer .. what news of 'Nano'?


big10p(Posted 2006) [#7]
Cool. :)

I get ~30fps.

1Ghz, GeForce2 GTS, win98SE


Pongo(Posted 2006) [#8]
Your engine just keeps getting better with each new version.

Awesome physics, awesome framerate, 100% stable, all in blitz!


Trixx(Posted 2006) [#9]
Excellent ! Great Job !

No glitches, nothing strange ...

25-30Fps on GF1 GTS 32MB/ P4 2.4 / WinXP


Bouncer(Posted 2006) [#10]
Stevie G: check out bonebroke.com ... just updated it with the current news and a new beta of nano.

Btw. What are you planning to do with your engine?


Stevie G(Posted 2006) [#11]

Stevie G: check out bonebroke.com ... just updated it with the current news and a new beta of nano.



Ah .. will check that out .. cheers.


Btw. What are you planning to do with your engine?



I'm planning on a compendium of party style games ... I've thought of dozens of possible mini games / missions for 1 player. Hopefully if I can get my apache gunship going there'll be a nice mini war game in there ;)

Cheers
Stevie


Weetbix(Posted 2006) [#12]
this is just awesome man, the overall style, look and feel of this game are amazing :) good work , keep it up.

50 fps , 3.2 ghz pent 4 , 6800gt


Zenith(Posted 2006) [#13]
That's beautiful. :)

My little brother loves it.


Physt(Posted 2006) [#14]
Well done and fun to play with even without gameplay.


Warpy(Posted 2006) [#15]
whoah stevie - minigames? I'm your man!


Stevie G(Posted 2006) [#16]
LOL @ Warpy, any ideas, however fecked up ( as is the norm with your good self ) are welcome ;)!!

I want to build a core base of 20 vehicles, some with specialist uses and 4 level themes ( rural / urban etc.. )

The minigames I hope to implement : -

Sandbox
Racing
Destruction Derby
Scabby Queen ( Tig )
Chase HQ
Taxi Driver
War
Capture the flag
Deathmatch
Defend the fort
Pacman
Tanx

Stevie


Warpy(Posted 2006) [#17]
A good physics one would be that thing where you've got to go fast round a track without spilling any of the water that's in a glass on your dashboard. Of course, that's far too small to see, so you could put a massively over-sized glass on top of the truck.

... but it's already a cool game :D


Stevie G(Posted 2006) [#18]
Great idea .. I like it! How about an 'its a knockout' style - collect your glass and empty it into a bigger container?! First to fill it up wins.


big10p(Posted 2006) [#19]
BTW Stevie, you say the vehicles are destructable but I couldn't seem to achieve this - I tried racing fast into walls etc. but nothing seemed to happen?!

Scabby Queen ( Tig )
Heh, never heard it called that before. :)

A good physics one would be that thing where you've got to go fast round a track without spilling any of the water that's in a glass on your dashboard. Of course, that's far too small to see, so you could put a massively over-sized glass on top of the truck.
Or, you could nick the idea from that godawful TV show "Stars in fast cars" and have the vehicles towing a bath full of water on a trailer?


Stevie G(Posted 2006) [#20]
@ Big 10p,

The damage is only caused by other vehicles hitting you at speed and mines / tank shells. Still to add in hard crash with scenary damage. Re Scabby Queen ... the basic idea would be the vehicle who's IT has a playing card above their head and you'd get rid of it by bumping into other vehicles. The one still holding it at the end of a time limit looses.

I thought about towing a paddling pool ... now that could be done :) I think i'd have to give any fancy water spilage effects a miss though.

Stevie


Wiebo(Posted 2006) [#21]
luvvly, luvvly, luvvly!


big10p(Posted 2006) [#22]
The damage is only caused by other vehicles hitting you at speed and mines / tank shells. Still to add in hard crash with scenary damage.
I gotcha. I think I was just trying it with vehicles that were harder to damage. I just noticed the F1 car gets blown up and turns completely black. :P

Re Scabby Queen ... the basic idea would be the vehicle who's IT has a playing card above their head and you'd get rid of it by bumping into other vehicles. The one still holding it at the end of a time limit looses.
Ah, I see. Just never heard the name 'scabby queen' before. Made me chuckle. :)

I thought about towing a paddling pool ... now that could be done :) I think i'd have to give any fancy water spilage effects a miss though.
Yeah, the water effects could be a bit of a headache. Maybe some kind of fairly basic particle effect would do the job, or are you keeping the game strictly mesh based?

BTW, I notice on the race track level, there's a bunch of trees that seem to be connected by 'invisible walls' that you can bump into. Is this intentional to cut down on collision checks, or something?


Warpy(Posted 2006) [#23]
For the water, a wobbly plane as the surface would do, and would probably fit the graphics style better than any fancy schmancy stuff.


big10p(Posted 2006) [#24]
Yeah, I was thinking just a 'wobbly plane' for the actual water, too. :)


taumel(Posted 2006) [#25]
I can't play it but i love the screenshots!


Stevie G(Posted 2006) [#26]

Yeah, the water effects could be a bit of a headache. Maybe some kind of fairly basic particle effect would do the job, or are you keeping the game strictly mesh based?



Yes , it's all meshes so far, apart from a tiny texture to colour the vehicles. I want to avoid fancy particle effects but I'm sure I could come up with something fitting to the rest of the graphics style.


BTW, I notice on the race track level, there's a bunch of trees that seem to be connected by 'invisible walls' that you can bump into. Is this intentional to cut down on collision checks, or something?


Yes, I found that the collisions were the bottleneck. One of the variations of the trees ( as seen on the track ) is simply a cylinder enclosing everything. Once I get the racing going you'll not be able to drive around freeform anyway 'cos I'll be putting you back on the track.

Thanks for all he comments folks!! :) It seems that it wasn't just me having fun playing it!

Stevie


Physt(Posted 2006) [#27]
I hate racing games that don't let me explore!


Weetbix(Posted 2006) [#28]
Im in love with your terrain. :D

About the party games, make tonnes and tonnes even if they are short and crapy, this was what was good about marioparty, then a game mode where you play lots of different games in a row and the winner comes out on top.


Stevie G(Posted 2006) [#29]
@ Physt, you'll be able to explore the race tracks in 'Sandbox' mode. It doesn't make for a good race if you fly off an overpass onto the track below and have to drive all the way back to ensure the lapcounter increments!

@Weetbix, the terrain is all my own, generated in code using bezier splines.

Cheers
Stevie


Geehawk(Posted 2006) [#30]
Great fun. Cant wait for proper games/goals.

The only thing I'm not keen on is the shadows.

I would almost prefer a basic rectangle under the vehicles than what you have.
At the moment they are very "animated" as they constantly change shape, to the point they seem to flicker about, especialy at slower speeds.
I'm not so sure that the graphics style warrants anything with great realism.


Stevie G(Posted 2006) [#31]

I would almost prefer a basic rectangle under the vehicles than what you have.
At the moment they are very "animated" as they constantly change shape, to the point they seem to flicker about, especialy at slower speeds.
I'm not so sure that the graphics style warrants anything with great realism.



The flickering is just a 'feature' of the texture rendering resolution. I cannot make the texture bigger than 1024x1024 for the whole map, both for speed and gfx card compatibility. Rectangular sprites under the cars would not work .. trust me on this.

You can turn the shadows off in the config file but I'll see if making the shadows more oval for the vehicles looks better.


GA(Posted 2006) [#32]
This looks great and was good fun to just drive around in, I can't wait for more.

Make 5 games based on this engine or I will eat your shoes.


Stevie G(Posted 2006) [#33]
Here's a couple of shots with proxy spherical shadows ... look any better?

[Removed]

Stevie


Geehawk(Posted 2006) [#34]
From a cohesive style point of view I believe a simple shape would be better.
But if the flickering/shape changing of the shadows will happen with either, I guess it would be more noticable on a regular oval shape, than your original 'irregular' shapes.

As you were.

I'll shut up now ;-)


BlitzSupport(Posted 2006) [#35]
Glad to see you're still working on this. Just driving around is more fun than most games I can remember.

I did manage to break the engine though!
broke.jpg

This is where I did it (managed to re-create it too). Note the statue for reference, but you need to use the Knight Rider car:
bridge.jpg

You have to drive along very fast next to the bank on the left, heading towards the bridge (hard with other cars getting in the way), then boost and move up onto the bank so you get whipped round sideways at the curved ebd of the bank (about where that up-ended car is in the distance, or just a bit earlier).

I thought it'd be fun if the Knight Rider car's tendency to tilt backwards when in mid-air could be countered by its boost, adding a bit of forward roll, so judicious on/off boosting could keep it in the air for longer.

I also thought it was a bit odd that some groups of trees couldn't be driven through (I think just on the race track). It doesn't seem in the "go-anywhere" spirit of the rest of the demo to have that invisible wall around them. Was there some reason for that?

Still brilliant fun, though. I fantasise about writing a Zeewolf-style game that looks like this!


Stevie G(Posted 2006) [#36]
Cheers James,

Someone reported that type of issue before which I thought I'd fixed. I can recreate prefectly with your instructions - thanks.

I think a simple increase in the passover thickness will sort this one.

Btw, watch this space .. working on a helicopter vehicle .. which should handle in a similar way to the ship in Zarch :)

Stevie


Weetbix(Posted 2006) [#37]
Oh man, I can't wait for your helicopter, should be awsome.


Panno(Posted 2006) [#38]
great !


Xip(Posted 2006) [#39]
Looks realy nice! very impressive work! :D


Defoc8(Posted 2006) [#40]
heh..yeh this rocks - infact probably the most fun ive had
with any b3d game/demo...the retro look works really well,
and the physics seem good -> user friendly..

only ran at about 19/25 fps - but seemed smooth...its probably
more fun on a faster system though.

800mhz duron, 512meg slow sys mem, 128meg Radeon 9600 pro,
Windows Xp pro

goodluck with this..its great :]


skn3(Posted 2006) [#41]
Well I just spent about 20 minutes playing this. Like the other tests before it is still very good fun! I am jealous to be honest. You have such a nice engine on your hands. Good enough to make 5.. no 10.. no 20! games with. *Cough* liscence the engine *cough*. lol.

Anyway so here are my suggestions.

I agree with the shadow issue. Can't you try some other methods. Perhaps by splitting the play area into smaller sections and then using a 1024 x 1024 texture on each section. Of course configurable by the user. What about using the texture based shadow for the scenary, and then mapped floor hugging quad method for "active objects".

Im sure you thought of these both, but at the moment the shadows are the only thing that niggle about this engine.

The f1 car is the most fun to drive, it handles the best. I agree with blitzsupport in that the cars tend to flip over in the air a little to easy.

Oh, and I hope this has online multiplayer ;)

keep up the good work!


Smurftra(Posted 2006) [#42]
Is the car supposed to run by itself? If i dont hit any key, the car accelerates...


Terry B.(Posted 2006) [#43]
I think i've found a glitch. If you fire a bullet from the tanks it sometimes has two shadows, one right under it and one to the left of it. Is this supposed to happen?


Stevie G(Posted 2006) [#44]
@skn3[ac]

We all know the limitations of blitz when it comes to nice shadows. I can assure you I've tried various shadow methods. The quad method involves a linepick to determine where the ground it below if you're in flight and simply doesn't look very good. The method I'm using is specifically to allow shadow casting at two different height ranges so if you go under a passover a shadow is not cast above you. I spoke with Mr Swift and even his system does not allow you to do this. Also, I'm going for raw speed and this is the reason I've had to stick with this method. I may tone it down a notch or 2 so that it's more subtle and the slight slickering will not be so noticable. I've also settled on using proxy spheres as the shadows .. makes everything look more cartoony. Will update the demo with this and a few fixes in a couple of days. Some shadows are better than none IMHO.

Online multiplayer is not an option atm as I have no networking experience and I've read that physics can be a total bugger to get working correctly. Never say never but not on the cards in the forseeable future.

@ Smurftra, do you have a joypad plugged in? If so, and it's not an analogue .. take it out and keys should work fine. Keys were very much an afterthought and will be implemented better at a later date.

@ math Do you have a screen shot of this? Pressing "P" will save one in the root directory.


[EDIT] Looks better with a lighter shadow I think? I wonder if there's a very fast antialias function out there that could blend the shadows on the map in realtime for softer edges. I doubt it would be fast enough but any suggestions welcome?

[Removed]

Hmm, time to clear out some of those old screenshots!

Cheers
Stevie


Damien Sturdy(Posted 2006) [#45]
Awesomeness.

Pure Awesomeness.


Alienforce(Posted 2006) [#46]
Wow.................... This is sooooooooo fun!


JBR(Posted 2006) [#47]
Excellent stuff Stevie!
Works in 16 & 32 bit modes perfectly.
I like the tanks; a lot of fun.

Jim


Grisu(Posted 2006) [#48]
Great stuff!

Runs fine, no probs here!


Terry B.(Posted 2006) [#49]
Yes I have a screenshot of it but my computers acting up and i cant get it on here. But it usually happens if you just fire around the area with all the houses.


Edit: Maybe Im doing this wrong, how do you get screenshots on these posts?


skn3(Posted 2006) [#50]
Those shadows look ALOT better :)

About the online multiplayer. Youd just have to have the server control all game essential physics props and then the client control non game essential props. For example.. the server would control the boxes and such. Each client would conrtol the physics of their own vehicle. If you have had no network experience then its fair enough. Its never to late to learn.. haha.

Well yeah keep going, whatever it turns into :)


Stevie G(Posted 2006) [#51]
@ math. I think I know what you mean now. It's just the houses are set as shadow receivers .. so some of the shell shadow shows up on it. I've fixed that already. E-mail me a screenshot if it's something else please.

@skn3[ac]
I'll look into networking in the future .. seems complex to me though :o/


Check out this baby .. you can even shoot them down with the tanks :))))) Difficult to handle so needs a few tweeks before I upload a new demo.

[Removed]


BlitzSupport(Posted 2006) [#52]
Oooohhhh...


Chroma(Posted 2006) [#53]
Very fun StevieG.

I found a bug too. I drove my vehicle up next to this support and hit F1 to change and it spawned me inside the support. And I was stuck and couldn't move forward or backward.

Here's a SS of it:




degac(Posted 2006) [#54]
this program is incredible! HL2 is nothing compared to this...great job!


Stevie G(Posted 2006) [#55]
@ Chroma, cheers - I know about this. The current method of changing the vehicles is only really to give you a go on everything. I plan to have the ability to swap between vehicles in some of the games but basically you'll just take control of a vehicle already on the level so, it won't be an issue.

Stevie


Weetbix(Posted 2006) [#56]
That helicopter looks sweet! looks like it keeps to your style from what I can see too.


Smurftra(Posted 2006) [#57]
After unplugging my joypad everything was fine. I must have spent an hour just moving around and trying stuff, great game!

Reminds me of big red racing


OldNESJunkie(Posted 2006) [#58]
I recognize those sounds from GeneRally, awesome game though, keep up the great work !!!


Stevie G(Posted 2006) [#59]
@ Lapgod, I don't remember where I got the sounds from but you may be right about the engine and the skid noise. I hope to get a sound guy on board at some stage later in development so they're really just placeholders for now.

Haven't had much chance to work on this today but should have a stable chopper tomorrow at some stage. I ditched the virus style control method, it simply didn't work, so you control it in exactly the same way as the other vehicles .. think desert strike. I'm gonna have this one dropping bombs and will build a gunship with missiles later if all works out.

Stevie


OldNESJunkie(Posted 2006) [#60]
I have to say as is if multiplayer over a network this game would RULE. Every vehicle needs to have a weapon (or do they already ?) & several power-up types.


mrtricks(Posted 2006) [#61]
This is EXCELLENT, as ever. Said it before but I love the artistic style.


Nexus6(Posted 2006) [#62]
I hate this game.

Because of you Stevie and your ridicously addictive game, my 6 year old son hogged my computer all evening and had to be dragged off to go to bed. I think I'll format my hard drive now, that'll show him.


Geehawk(Posted 2006) [#63]
"Every vehicle needs to have a weapon & several power-up types"

How cool would that be.

Sort of Twisted Metal meets Lego Racers.


semar(Posted 2006) [#64]
Very nice, runs smooth here.

Well done, and addictive.

Will the engine be available in the future ?

Sergio.


Grisu(Posted 2006) [#65]
How about adding water?

Special abilities might be:

Knight Rider - Can jump real high / Temp. Turbo Boost
Hover Craft - Can fly over water
Formel 1 car - Fastest Acceleration / Quick Repair
Tank - Biggest Armor / Temp. Invulnerable
Police Car - Horn+lights (Temp. scares enemy cars away)
Jeep - Temp. can't "fall over"


Bot Builder(Posted 2006) [#66]
Wow. You made me dig up my forum password!

This is indeed an amazing little game, I think either you should develop the game further and sell it, or, well...

I know they've failed before, but judging by the community reaction this would be an insanely popular community project. The ones that fail are the from-scratch ones. If you've got a sweet game already It's a case of the old addictive play-and-tweak/add little bits :)

This thing is making me wish I had just kept working and working on my first ever blitz3d project - heavily modifying the driver example.

As long as a modular weapons system isn't desinged, I'm sure it'd be fine </cheapshot>

Anyway, the physics look very nice, for verlet particles. It almost looks like a really solid rigid body system (emphesized by the vehicles' construction from primitives (which is oddly wonderful btw)).

Anyway, either keep it up or let us (or, them, rather, I'm mostly passing through, though I too would like to mess with the code) help!


Stevie G(Posted 2006) [#67]
@ Bot Builder,

I hope to make some money with this engine.

The only help I'll need is from a psychiatrist if I release ( for free ) the sourse to what has taken me over a year & multiple rewrites to achieve ;)

Stevie


Doiron(Posted 2006) [#68]
Very nice!

I've looked at the old tests and they looked interesting, but now it's really starting to take shape.

The style and the physics reminds me a bit Big Red Racing (especially for the variety of the vehicles, and the copter in the screenshot :) ), an old toy-like racing game.

On my system (Athlon XP 2700+, Radeon 9600 Pro) the game shows a constant 50 / 71 framerate on the playground and 50 / 59 on the race track.


Stevie G(Posted 2006) [#69]
Almost done with the apache gunship, they fire missiles from twin hubs, also quite tough to control.

Fixed a few bugs & added in some water too, the hovercrafts glide across it while everything else goes through it like treakle.

New demo coming tomorrow at some stage. Got a few tweaks to make but I'd appreciate some more feedback.

Cheers
Stevie

Another screenie ...
[Removed]


Steve Elliott(Posted 2006) [#70]
Love the graphics style - reminds me of Zarch/Virus.


Bot Builder(Posted 2006) [#71]
Very understandable - I've been working on a full 2d game engine particularly focusing on physics for about a month.

I definitely don't intend to give it away. Unless I give up on it for a few months or something.

Also, you're selling the engine? I'd figure you'd sell the game, as it's kickass without even having a goal. I suppose you can do both.


Murilo(Posted 2006) [#72]
Stunning! Smooth as silk here and great fun. I can't wait to play with the helicopter...


BODYPRINT(Posted 2006) [#73]
Awesome little demo you got going here. Great fun.

I like the joystick configuration tool as well.
My 7 year old son and I have been playing the 2 player version. He loves it.

I can't wait to see how the engine is used, assuming your going to sell/release it at some stage.


Stevie G(Posted 2006) [#74]
Thanks Guys!

Here is the lastest demo. It includes ..

* Apache Gunship - difficult to control I know but quite realistic I think. Use left analogue to raise lower missile tubes and special button to fire.

* One new level with a huge lake, hovercrafts slide across the water, everything else slows down.

* Better soft shadows.

* A couple of bug fixes.

* Another 1st person style camera ... needs alot of work for some of the vehicles. Good for tank though.

A quick screenie ...


The Demo
http://www.steviegoodwin.plus.com/EngineTest4.zip

Frame rates should be exactly the same as before hopefully. Please let me know how you find it.

It be interested to hear from someone who fancies doing some sounds/music but will discuss via e-mail.

Cheers
Stevie


Torrente(Posted 2006) [#75]
Wow, this is a ton of fun. I especially like jumping off the hills with the car that has the rocket booster and trying to hit the helicopters, it's really a challenge sometimes.


Bouncer(Posted 2006) [#76]
Just played with this a little more. One thing that annoys me is that you can't make proper jumps, because the vehicles rotate too much in the air during jump or turn upside down.You have propably tried this, but could you somehow try to put extra 'weight' below the vehicles to make them keep their balance better?

And also the steering and overall responsivenes (sp?) still could use some work.

Other than that, I love it.


Stevie G(Posted 2006) [#77]
@ Bouncer,

I'll see what I can do about proper jumps. I don't want to screw anything up in the process though so if is doesn't work then forget it. Maybe slightly heavier front wheels .. I'll try.

Not sure what you mean by steering and responsiveness? Works just fine here. It may be that you need to reduce the deadzones for each stick in the config program?

Stevie


Damien Sturdy(Posted 2006) [#78]

I especially like jumping off the hills with the car that has the rocket booster and trying to hit the helecopters



Knightrider, you mean? :-)

StevieG,

Not sure what happened but somewhere between the last build and this one, it started rebooting my computer as soon as I run it.


Stevie G(Posted 2006) [#79]
Hmm, strange. I re-uploaded the files an hour or so ago .. maybe try downloading again?

Let me know if it doesn't work.

Stevie


Damien Sturdy(Posted 2006) [#80]
Ooh, worked this time.

What changed?

I wouldnt worry too much, this new computer is more fickle than the old one!
and this is awesomeness X infinity!


OldNESJunkie(Posted 2006) [#81]
Man this keeps getting better & better, can't wait to see the final game, er engine, er what was it gonna be again ?


Bouncer(Posted 2006) [#82]
Stevie G: To see what I mean about responsivenes, try to steer left and right repeatedly in quickly manner while driving, like trying to dodge something. It feels like the vehicle is slowly accelerating in the direction you want, more than turning quickly. It's like a car with no stifness in the chassis. I'm using keyboard to play btw.


Stevie G(Posted 2006) [#83]
@ Bouncer ... it's not meant to be 100% accurate. Do you have an issue with all the cars or just one in particular? Personally, I'm quite happy with the way the vehicles drive atm.

Stevie


Bouncer(Posted 2006) [#84]
Stevie G: I was thinking how to describe the effect better, but I feel it is like lagging in a network game. You press a button and there's a slight delay before the vehicle turns when trying to turn quickly. It's the same with all vehicles.

But I think it's a preference thing. I like more arcadish controls, so that your vehicle reacts more sharply.

I had these issues with my ship in nano as I did the steering by aplying forces to the particles. When you do it this way, it might be physically correct, but you almost always either turn too little or too much and the controls feel laggy. As the turning accelerates, the longer you hold the button. The solution was to 'fake' the steering by moving the both old and new particle positions (I believe you're still using verlet integration) and damping the rotational, but not the linear forces manually. You can do this by getting a direction vector from the old particle positions and from the current particle positions and then rotate the older particle positions closer to the new ones to eliminate some of the rotational force on the object. Just something you can experiment with.


Ross C(Posted 2006) [#85]
Hahahaha, i love this. It's came a long way. Tis brillant! Hahahahaha. Good work!


Jason W.(Posted 2006) [#86]
Fun demo!! I could see this as a future multiplayer game...deathmatch, tag, soccer, stunt, etc

Nice work!!

Jason


Stevie G(Posted 2006) [#87]
Quick update .. no new download I'm afraid.

Nailed the knightrider so that it keeps it's shape in mid air.

Got a proper bouyancy model in there now so boxes float around as does the hovercraft. Can easily add boats now :)

Tidied up the 3d sound system and added a few more spot effects.

In the process of adding a new vehicle ... see below :)) I don't know how I came up with this one but it works! Obviously this will be mainly for a couple of minigame ideas I have. The tail and jaws move quite nicely.




Weetbix(Posted 2006) [#88]
Good work man keep it up :)

Whats the new vehicle I cant see it :(


Liberator(Posted 2006) [#89]
This is amazing. I'm on the worst computer known to man and it ran 50 fps solid. This comp can barely handle starcraft. Will this engine be avail publicly, or is it for your own game?

Weetbix I think the shark is the new vehicle :)


LineOf7s(Posted 2006) [#90]
Darn. Liberator is on "the worst computer known to man" and he gets 50fps solid.

I only get 35-40fps. I wasn't complaining, but now I'm a little concerned compared to "the worst computer known to man". :o)


Liberator(Posted 2006) [#91]
It's bad I tell you. Bad! hehe


Geehawk(Posted 2006) [#92]
Pah!.

I'm on the worst PC, and I get 19-24fps

Still seems remarkably smooth though.

I think the tank should be able to climb steeper gradients. It seems to struggle where it shouldn't.

Looking forward to boats and sharks. Opens up things for whole new water based levels.


Damien Sturdy(Posted 2006) [#93]
Excelent work!


KuRiX(Posted 2006) [#94]
This is awesome! congratulations!

MAke a multiplayer mode so we can all play together!


Filax(Posted 2006) [#95]
Yes excellent ! i'm really like the polygoned style !


Damien Sturdy(Posted 2006) [#96]
New Demo?

Hey, I just realised you've got some code in there that you created when we did that "no-external media" compo a few years ago. Sweet :) I always did find that awesome.

Last night i spent an hour or two driving a tank around shooting at helicopters.


Stevie G(Posted 2006) [#97]
@ Cyg,

I'm still working on the Shark and a Boat atm but once I'm done I'll post a final engine demo before I work on the main game. I've had to rewrite a few bits of code to cater for the fact sea based vehicles can't move on land but I'm getting there.

Stevie


Damien Sturdy(Posted 2006) [#98]
As always loved this. My laptop handles it well which is a good sign for the engine. There's so much you could do gamewise with it so i can't wait to see what you do! :D


Grisu(Posted 2006) [#99]
Could you also add a toy plane and a jet?


Stevie G(Posted 2006) [#100]
@ Grisu. Possibly, but it's alot of work tweeking forces etc.. to get airborn vehicles stable.

We'll see though. I'd rather have fewer vehicles which work well than loads that are half assed.

Stevie


Yeshu777(Posted 2006) [#101]
Brilliant.


Vertex(Posted 2006) [#102]
I love it! Please make a multiplayer game of it!
cu olli


BODYPRINT(Posted 2006) [#103]
@Vertex
I'm assuming you mean network??
You do realise this is currently 2 player.
Just go into the config file and change players to 2, and run the joystick app to configure your joypads.


JBR(Posted 2006) [#104]
Stevie, what about airships or hot air balloons?


Stevie G(Posted 2006) [#105]
@JBR, They are both possible but not sure what purpose either would serve? I might just go with a supply plane dropping items / powerups for one of the mini games that isn't controllable. BTW, how on earth do you steer a hot air balloon anyway - do you not just hope that the wind is going in the direction you wanna go?

I'm almost done with the boat - just got to make a wee fishing boat model with outboard to replace the proxy cube. Shark is pretty much done, special button opens it's jaws and they close when you let go. So, basically you can bite the other vehicles that stray into the water :)

Stevie


Grisu(Posted 2006) [#106]
Rofl... nice! :)


OldNESJunkie(Posted 2006) [#107]
SWEET !!!


Paul "Taiphoz"(Posted 2006) [#108]
42 fps av.

on a Radion 9800 pro.


Terry B.(Posted 2006) [#109]
WOW! I LOVE IT! IVE ALWAYS WANTED TO DRIVE A HELICOPTER WITH MISSILES!


.... Rofl


seriously this is awsome though

Edit: I think theres a problem with the physics though... i was shooting cars with the tanks and i hit it with a bullet that was headed north and the car i hit went WAY high up and to the south, is this supposed to happen?


Stevie G(Posted 2006) [#110]
@ math,

On the odd occasion this can happen. I'll probably tinker with this in the future to see whether it can be improved.

Stevie


Damien Sturdy(Posted 2006) [#111]
BTW I'd *really* like applying AI to this! :)


Paul "Taiphoz"(Posted 2006) [#112]
I have a question about the basic engine. Is it something your ever going to release?

I ask because your implementation of the car handling is prity nice, the nice style of the game and over all control aside, you seem to have managed to implement a system that does not see your car judder or slush about when turning or powersliding at speed.

That alone has impressed me.


Stevie G(Posted 2006) [#113]

I have a question about the basic engine. Is it something your ever going to release?



I will. Once I'm finished this project or before if I loose my motivation ;) Eh .. for a very small fee of course.


BTW I'd *really* like applying AI to this! :)



I'm looking forward to that myself!! It's gotta be a FSM system. To me that's almost the best part of writing a game - seeing your AI's go about their business intelligently :)

Almost done with the boat .. probably get one last demo out tomorrow at some stage.




Damien Sturdy(Posted 2006) [#114]
Well, congrats on staying on course. I got the AI done really early in the racer and because of it I spent around half my time tweaking it to work with adjusted physics...


Grisu(Posted 2006) [#115]
Test4 out yet? It's weekend, I'm alone, so I can do some testing... :)


Stevie G(Posted 2006) [#116]
Will zip up what I have when I get in from work. Approx 3 hrs from now. Much appreciated.

Stevie


Grisu(Posted 2006) [#117]
Will be waiting.... I love testing and finding nasty bugs that are pain in the a** to fix. See bmx bug forum... ;))))))))))))


Damien Sturdy(Posted 2006) [#118]


Stevie G (Posted 3 hours ago)
Will zip up what I have when I get in from work. Approx 3 hrs from now. Much appreciated.





/me sits staring at the screen...


Stevie G(Posted 2006) [#119]
Here you go ...

http://www.steviegoodwin.plus.com/EngineTest5.zip

=======================================

This version includes .....

Shark : Hit Special button to open jaws, release to close. If close to vehicles ... causes damage. If you're on land then you can sometime wiggle your way back - best to press reset though.

SpeedBoat : No special action. If on land press SPACE to reset.

NOTE : You can't use either in a level which has no water.

Improved handling for Knighrider car jumps etc..

Bouyancy model for floating objects.

Improved 3d sound system. You can reduce volume in setup.cfg. A few more sound / spot effects etc...

=======================================

I think the water objects still need a bit of work but I'd like to see what others think atm. You may find a few self-righting issues with the water based vehicles but I'm working on that.

Bug reports / feedback negative or otherwise welcome.

Cheers
Stevie


IPete2(Posted 2006) [#120]
FAB blummin' tastic!

IPete2.


Warpy(Posted 2006) [#121]
Good show! They all handle brilliantly, especially the helicopter but except for the shark. I'm now going to make a Day-in-the-life-of-a-fish game to put my mind at rest.


Stevie G(Posted 2006) [#122]
'except the Shark'

Yeah, it's quite tough to simulate an 18ft fish using rigid body physics. Best I can do for now. Will work on it.


Vector Viper(Posted 2006) [#123]
As an owner of a lowly Pentium 3, (OC to 1035Mhz) I am amazed at the speed: 23-25 FPS with a Geforce 6200 card!

The physics are wonderful:I rolled about 10 times on my side from the top of the big hill down to the water,and hit the outer wall at full speed does a nice backflip(big truck) The car control is spot-on, love the drifty steering too.

The floating objects all bob, weave and spin 'right' when hit,and sense of 'weight' in controlling and crashing the vehicles is SPOT on.
NICE!


BlitzSupport(Posted 2006) [#124]
Cool. I like the shark control myself, though I think the bite should come with a small boost/jump so you leap at things. (Might be amusing if you got briefly attached to other vehicles.)

The speed boat rules, and is just begging for a "Live and Let Die"-style parked cop car/jump setup. Catching air over little embankments is great fun.

Would it be possible to reduce the friction on boats and sharks when they're out of water so that they would mostly slide back in?

The Knight Rider car is now very easy to drive around the race track at speed, but I'm finding it's now too front-heavy. You feel like you should get some serious air when boosting over mountains, but the front end drops too quickly now and the expected thrill is lost.


Grisu(Posted 2006) [#125]
Same issue here, sharks love to be outside the warter:


Is there a way to increase the view distance on faster PCs?

Is there a car racing track in the newest version? Couldn't find one.

Could you add bridges and normal streets with light signs etc?


Vector Viper(Posted 2006) [#126]
I found if I was offline, I could get 28-30 fps on a P3 1050!
You have GOT to do a mini-game where the object is to see how high you can explode a mine(or opponents car!) into the air.
Or have a 'double-hit' bounus if something you shoot goes into a mine.
Or a level or area so full of mines that ONE hit eventually sets them all off, exploding off each other.
Nice things seen:
A flying mine hit another mine and just launched it! It took forever to come back down!
I shot a tank on a hill, which flipped on its back. It was still pointed in my direction shooting at me, while upside-down! I kept shooting it so it could not get back up. Priceless! This also happened with a tank on its side!
Ram techique: drive head on into a tank from the front, letting up just after you hit it, he will flip over, you will not, and you can pound him with no mercy!

I think the 'objects' should be a little bouncier and not so damped to a stop-this would also make mines more dangerous in a racing situation.
I will also suggest to make it a bit easier to get out of the water for the tanks, shouldn't they have more traction, with the treads and all?
The shark should roll back into the water, if he is in the right position.
This is real fun, even with no real 'game'!


Stevie G(Posted 2006) [#127]
@ Grisu,

You can change the camera range mutiplier in the setup.cfg file. Currently it's x1.5 - max is x3.0.

The race track is still there .. hit backscape x 2.

As for normal streets ... I plan on having urban levels but it will take some time to build the models. I have spoken to a friend who can hopefully give me a hand in that respect.

@ James

If you boost and let go at the peak then you get pretty decent air. I take it your just holding the boost button. I'm gonna limit it's usage in future anyway. The front is no heavier than the rear. The problem with the vehicles is that I need to make the roof and center of mass heavier than the wheel base for the subtle body pitching when braking and accelerating. If I reduce the weight on the front you'll get traction / handling issues. I'll mess around and see if I can find a sweet spot.

I like the idea of a speed boost when closing the jaws. Actually attaching it to a vehicle is probably not on the cards - probably wouldn't look too good IMHO.

@ Viper
Not sure what you mean by 'a little bouncier' can you explain? I can add some more weight to the wheel base of the tank which will improve it's traction.

@ All

I'm working on something which should resolve the sharks / boats issue. Obviously the AI is almost non-existent so they have no clue that they're supposed to stay in the water! The levels I intend to build for the shark mini game will have much deeper water with steeper sides to it'll be difficult to get on land. Also, want to add the ability to submerge. May build some basic ragdolls for it to eat.

Cheers
Stevie


Bouncer(Posted 2006) [#128]
Did you do some tweaking on the vehicle handling in general? The controls seem better now... Or maybe Im just getting used to them ;)

The hoverboat feels great now, as it sinks in the water and is more nicer to control...

And it's a blast to jump with the shark using the rock in the lake ;)

Great update...


Stevie G(Posted 2006) [#129]
@ Bouncer,

Cheers. I only tweeked the hovercraft and knightrider so you must be getting used to it :)


EDIT : @ James, fixed the Knightrider by applying less boosting force to the roof of the vehicle :)


Grisu(Posted 2006) [#130]
The Knight Rider car tweaks work well!

BTW:
Could you add this van to the collection if you find the time?




Stevie G(Posted 2006) [#131]
@ Grisu, already got a van in there ... mainly for cannon fodder .. but I could add some more detail to it. Any ideas for a special action for it?

The new knightrider tweaks are even better .. you can almost fly but in a controlled way :)))


Grisu(Posted 2006) [#132]
This is no simple van!!! ;o)

Here are some more ideas for special powers:
- "Drop of Nails", i.e. following cars are slowed down a lot when driving over them. They disappear after some time.
- "Hidden Land Mine", a mine is dropped to the ground, each vehicle that drives over it is destroyed.
- "Extra Grip", car can't be toppled over.

New car: Buldozer


Special power: Can use his excavator shovel to lift cars.

Also, adding trucks would be awesome.

So we could have:

- Knight rider transporter: Can carry 1 Knight Rider
- Fuel transporter: Can drop oil on the street
- Car transporter: Can transport multiple cars at a time

Just doing brainstorming again... :)


BlitzSupport(Posted 2006) [#133]

The new knightrider tweaks are even better .. you can almost fly but in a controlled way :)))


Now that's the ticket!

What about the idea of removing friction on beached sharks/boats so they slide back to the water (in most cases)?


BlitzSupport(Posted 2006) [#134]
Meant to mention yesterday: I managed to end up on top of one of the grandstands in the racetrack, and the "seats" don't have any collision detection so your car drives about on the stands embedded in the seats.


Stevie G(Posted 2006) [#135]
I've done the shark. Basically you hold the throttle when on land and it wiggles about alot to get you back in water.

Just been having a shark race with a mate. 2 x sharks and 100 mines ... great fun!!

Will update tomorrow.

Stevie


Torrente(Posted 2006) [#136]
This is a bunch of fun, I can't wait to see what kind of mini-games you come up with. Would it be possible to configure the second player's controls to be on the keyboard? I like the idea of a joystick control, but unfortunately I am lacking a working joypad. Keep up the good work :)


Grisu(Posted 2006) [#137]
Any news on a newer demo? :)


Stevie G(Posted 2006) [#138]
@ Grisu,

I'll bundle one up tonight 3-4 hours. Not much has changed appart from Boat and Shark don't get stuck on land and knightrider is much better at jumps. I also added another test level which is mainly water.

I've been working on a 3d mesh gui over the last few days.

@ James, re stands. Just never got round to making a better collision proxy for them. Not priority atm.

Cheers
Stevie


Stevie G(Posted 2006) [#139]
Here you go ...

http://www.steviegoodwin.plus.com/EngineTest501.zip

@ Torrente ... I've hacked a second players keyboard controls .... Q/A/S/D, F ( special ) , TAB ( change ). I'll do this properly at some stage.

When on land you can still apply the boats throttle but it's very low power. Shark wiggles about and moves a small amount in the direction of the throttle. ATM there's no self-righting for water vehicles so you may find the shark upside down at some stage. Will be fixed. Let me know how you find it.

[Edit] Forgot to mention - Tank has extra power so it goes up slopes easier.

Oh, and the new level is just thrown together for me and a few mates to race on.

Cheers
Stevie

P.S. If you want a wee challenge, see if you can land and stop the knightrider on top of the hangar on the second level ( hit BACKSPACE ). It can be done :)




Grisu(Posted 2006) [#140]
Great, thanks a lot!


Dirk Krause(Posted 2006) [#141]
I said it before, I say it again: the simplicity of concept and the richness of ideas of this project is outstanding. Not to mention the excellent realisation.


Grisu(Posted 2006) [#142]
This is HAAAAAAAAAAAAAAAAAARDDDDDDDD:
Impossible to stop that bullet.



I need a stunt map with loopings for the knight rider and please color it black only! :))))))))))))))))))))


Stevie G(Posted 2006) [#143]
@ Grisu, Lol .. well done .. how long did that take you? I hope you didn't cheat and respawn there. ;) I've been working on a huge ski jump ... for an olympics style mini game.

@ Dick , Thanks .. much appreciated :) This kind of comment keeps me very motivated.

Cheers
Stevie

p.s.

If anyone fancies building me any stunt obsticles I'd be happy to convert them to my .mdl format and whip up a quick level to let you try out. Has to be single surface with vertex colours & have a collision proxy if alot of polys. I can provide wheelbase dimentions if needed.


p.s.s.

Any ideas for a name?


Torrente(Posted 2006) [#144]
I was trying out the new version of the engine, and I came across a problem. I turned off shadows, which then led to me seeing these weird white shapes.

Really sweet new version though, and thanks for adding the 2-player keyboard controls.

Edit: I just noticed that they're in the formation of the circle of trees, and that the shape is the same as the tree trunk's base.


Stevie G(Posted 2006) [#145]
Wierd, nothing has changed since the last version. But that is the shadow mesh showing through. I get the same issue when I turn them off. Should be a quick fix though. Leave it with me.

[EDIT] Fixed, but not uploaded. Seems this has been there since I last changed the shadows. Any testing I've done always had shadows active ... thanks for finding this :)

Stevie


angel martinez(Posted 2006) [#146]
Fantastic, and very, very fun.
Please release the engine!


Terry B.(Posted 2006) [#147]
Awsome. But it runs wayy to slow on my computer and its a pretty good computer. Something like 17 fps :(
Other then that i love it.


Stevie G(Posted 2006) [#148]
@ Math, Cheers. Some guy with an AMD 700 + gfx440 gets higher fps than that so it doesn't sound like the best puter to me :)

What are your specs?

Stevie


Grisu(Posted 2006) [#149]
@Stevie:
Do you use a map editor? Or how do you create maps for the game?


Madcap13(Posted 2006) [#150]
Gotta tell you, this stuff is AWESOME. I want grand theft great white shark. I really do.


Stevie G(Posted 2006) [#151]
@ Grisu,

I made a basic non-user friendly editor where I can load a background mesh, either landscape or racetrack ( made in a separate program ) and then place the other mesh objects ( trees etc.. ) ontop & save it all in my .mdl format. It certainly not something I plan on releasing with the game.

@ Madcap, yeah ... we've had alot of fun with the sharks ... Even manged to down a Tank with one the other day by chewing on it's tires for what seemed like and age :))) I plan on adding the ability to submerge them in deep water but we'll see how that goes. I'll need to make some dolphins and a few other fish for it to eat. Toying with the idea of basic ragdoll humans floating about the water for you to chew on for a hungry hippos style mini game.

Stevie


Terry B.(Posted 2006) [#152]
Lol. I'm sorry about this I couldnt resist taking a screenshot when this happened.I hit a mine and went flying into this fence thing. Might want to fix this eh?




BODYPRINT(Posted 2006) [#153]
Stevie,

I'm still a little confused...
I'd love to make a level for this, but am not sure what is required.

Do I just save a 3d scene as a .mdl file?

"Has to be single surface with vertex colours & have a collision proxy if alot of polys. I can provide wheelbase dimentions if needed."

You've lost me here...sorry.


Stevie G(Posted 2006) [#154]
@ Phil74

You could make a level in any format you like but I will convert it to .mdl format. It's just my own format as there is no native savemesh command and I make all the meshes in code.

Single surface = the mesh has only one surface / the whole mesh is shared the same brush properties.

Vertex Colors = each vertex of the mesh is individually coloured with no texture. Not much more I can add to this. Note some mesh formats do not support this.

Collision Proxy = instead of having blitz perform collision checks on the visible level mesh you make a low poly version which has simplified geometry to test collisions against. For example ... the fence in the shot above has a collision proxy of a scaled cube.

Note also that the level is 3072 x 3072 units which in game equates to 1.5km2 and any meshes must be unwelded so that flatshading can be applied.

In order to add shadows correctly any objects which are to have shadows cast should be separate meshes.

@ Math,

Try and avoid the mines in future, that'll fix it ;) I guess it'll always be possible to do this when a massive blast force is applied. I'll try and come up with a quick way of detecting this and correcting.

Stevie


mindstorms(Posted 2006) [#155]
I noticed while playing as the helicopter that it did not adjust to changes in terrain height very well, especially when simply moving foward. It would flip, twist, and turn for a few minutes, especially on the racetrack level. Also, if you ever got the helicopter under something, it's shadow is placed on top of the bridge or sign.

Great engine, had tons of fun!


Stevie G(Posted 2006) [#156]
Yeah, I need to work on the helicopter a bit. At the moment I agree that it doesn't cope well with sudden changes in the land height .. I haven't really messed with it's original setup. I'm not planning on allowing you to race it on the track as it's not very practical.

The shadows on the bridges are unavoidable sometimes. The system I built simply checks whether you are above or below a certain height and projects the shadows on specific geometry. Without a load of slooooow linepicking it won't get any better than this I'm afraid. I challenge anyone to make better & faster rendered soft shadows natively ;)

Stevie


mindstorms(Posted 2006) [#157]
I managed to make the sounds stop, everything is silent. I was playing 2 players, one person was the shark and the other the racecar. I was playing on the water level, and the shark was out of the water with the racecar coming out of the water....

Hope that helps! This engine is a great engine, I wish I could program something like this!

As an idea for the game, you could try making a mario64 like game, with a car/tank/whatever driving around, and instead of levels, different mini games that need to be beat.


Stevie G(Posted 2006) [#158]
@ mindstorms, maybe I should employ you as a tester ;)

In 2 player, player 1 is the only sound receiver so I can only assume everything was dead and the racecar was player 2? The shark doesn't make any noises except when it's jaws close. I've still to add sounds for player 2 but will only be the vehicle your controlling otherwise you'll not be able to hear yourself think.

Ideas for more mini games are welcome! Never played Mario 64 myself.

Stevie


mindstorms(Posted 2006) [#159]
Everyone was still alive, player 1 was shark and player 2 was racecar...player one had taken some hits by tank(player2) and had not moved(no button presses), just been hitten by tank. I have not been able to replicate it so far...

edit- managed to replicate: play two players, then as second player continuously hit tab to change cars. Don't move either car. After about seven car changes, the sound turns off...does this happen to anyone else?


Stevie G(Posted 2006) [#160]
I get that too. Now fixed. Thanks for spotting!


Stevie G(Posted 2006) [#161]
@ Math, trying to do some bug fixing and finding it hard to recreate this. In the picture above I take it you couldn't move at all? Were you blown into the fence from the right hand side?


Stevie


Nathaniel(Posted 2006) [#162]
managed to replicate: play two players, then as second player continuously hit tab to change cars. Don't move either car. After about seven car changes, the sound turns off...does this happen to anyone else?


That happened to me too.


Vector Viper(Posted 2006) [#163]
For real fun view:Go to the config file and set#objects to say, 2000....
There are now so many mines about, you get explosion chains with cars, objects and mines flying everywhere-it's great! It seems you can put in a LOT with little effect on speed if most are not moving...reminds me of a nuclear explosion, over a critical mass, it goes boom. I would love to see mine critical mass here....BTW, I love if you or an object just brushes a mine, it will NOT explode-usually :*)

Bug? Is the sound supposed to be stereo? it is mono for me for all demo versions #3 on(did not try older ones), my PC is fine soundwise with everything else and I have a sound blaster live card.

General suggestions:Objects in general seem too 'sticky' on land, not rolling down a slope untill you touch them. Mine speed really dies on the first hit with the ground (no bounce) really I would love to see them loosened up a bit for more chaos, you know? Or for the demo, make things like that adjustable :*)

'pro' cars should have no 'help getting upright' at all, I noticed the engine pushing cars upright...

For the demo, could you allow config file to set# of mines? thanks :*)

This game MUST come with a track builder/editor/importer of some sort-I'd be a CRIME not to!

I have had cars get into a place where thet are not quite level and on thier side, and had the auto-right system not activate...try on your side at the edge of the track, just on the slope on the edge and the ground. It may be because they keep moving a bit or 'wiggling' so the auto right is not tripped?

Is there any chance of loops or upside-down tracks; stuff like that with this engine? that would be cool.

Level suggestions:
1:Race to push an object through a gate or gates-be sure to vary ground and gate positions.
Do the same with cars (salom race, as with skiing)

2:a race course called 'mine madness' the track is normal, but with steeply sloped walls around it. Have a lot of mines spawn in an area with steep slopes, so they collide with each other, spewing mines all over onto the track. Basically, like the track in the demo now, but with 'mine pits' that are a constant hazard....Maybe run the race on a high wall or the level walls between the pits?

I really want to makes levels for this game NOW! Finish please!!


Stevie G(Posted 2006) [#164]

Bug? Is the sound supposed to be stereo? it is mono for me for all demo versions #3 on(did not try older ones), my PC is fine soundwise with everything else and I have a sound blaster live card.


I think the sound is all mono. The effects are borrowed so I don't really have much control over them. I do have a sound guy now so everything will change.


General suggestions:Objects in general seem too 'sticky' on land, not rolling down a slope untill you touch them. Mine speed really dies on the first hit with the ground (no bounce) really I would love to see them loosened up a bit for more chaos, you know? Or for the demo, make things like that adjustable :*)


I've still to experiment with this but find that lowering the friction simply makes the objects slide rather than roll. I'm sure I can get the mines to bounce further though.


'pro' cars should have no 'help getting upright' at all, I noticed the engine pushing cars upright...
I have had cars get into a place where thet are not quite level and on thier side, and had the auto-right system not activate...try on your side at the edge of the track, just on the slope on the edge and the ground. It may be because they keep moving a bit or 'wiggling' so the auto right is not tripped?


Pro cars? I don't think it would play so well if the cars didn't self-right. The state detection for selrighting needs a bit of work.


Is there any chance of loops or upside-down tracks; stuff like that with this engine? that would be cool.


Loop the loops are possible and will be included in stunt style mini games. No plans for upside down tracks.


Level suggestions:
1:Race to push an object through a gate or gates-be sure to vary ground and gate positions.
Do the same with cars (salom race, as with skiing)

2:a race course called 'mine madness' the track is normal, but with steeply sloped walls around it. Have a lot of mines spawn in an area with steep slopes, so they collide with each other, spewing mines all over onto the track. Basically, like the track in the demo now, but with 'mine pits' that are a constant hazard....Maybe run the race on a high wall or the level walls between the pits?



I have plans for a mine football game and also plan on being able to use any level and set up checkpoints for it ( think GTA street racing ) where each point must be touched to complete a lap. TBH I have so many ideas I'm gonna have to sit down soon and pick the best ones!! You can be assured that they'll all be fun though.


This game MUST come with a track builder/editor/importer of some sort-I'd be a CRIME not to!


No plans for this ...sorry. I'm only a one man band who codes in his spare time and I want to finish it this side of next summer. Will have a large variety of levels to choose from instead.

Stevie


Nathaniel(Posted 2006) [#165]
Excellent!! I have played version 3 & 5 for many hours.

I found a really strange bug in version 5. After I tryed to configure my joystick, I ran the main program and the computer slowed down to about 1 to 3 fps and started automatically switching cars every frame. It also made the engine noise constantly. The only thing I could do was exit.

So I tried the main program again, and it worked fine until I clicked the space bar, and it started spawning every frame again.

The only way I could fix this was by deleting the whole EngineTest501 folder and downloading it again.


jhocking(Posted 2006) [#166]
Cool, I can't wait to try this. Those screenshots have this really appealling retro look, something I'm going for with something I'm working on right now.


Stevie G(Posted 2006) [#167]
@ BubbleBoy, not sure what you could have done but bear in mind the config is not idiot proof ;) You may have set up the change vehicle button to be the same button as something else. Hard to tell. What kind of joypad did you use and how did you set it up?

@ Joe, got any WIP shots of your project?

Cheers
Stevie


Ross C(Posted 2006) [#168]
AWESOME! I shot a helicopter outta the air! Wooooooooooooooooo! I love it more :D


Nathaniel(Posted 2006) [#169]
My joypad is a Cyborg Saitek (a few years old). Umm... well... I just pressed buttons :) in the set up. When I ran the main application, I didn't press anything.


Terry B.(Posted 2006) [#170]
Hey Stevie, I just figured out what makes it run so slow on my computer, it's the shadows! I turned them off and it runs at about twice the speed. Go figure. So I liked the new speed so I decided to try out my skillz...In a pink helicopter. 50 vehicles from a helicopter. Took me about 30 mins to blow em all up :) these are some screenshots, you may or may not want to add them to your collection.
Me, Killing the last one, from my pink helicopter:

Me again, enjoying the carnage I created (this was after i killed all 50)



Stevie G(Posted 2006) [#171]
30 mins with a chopper - pretty good considering it's a bugger to fly and aim ;) I still find it fun myself blowing everything to shit :)))

I'm still working on ironing out a few niggled others have reported. The chopper control is more stabel now and as a projectile stress test I now have an armoured vehicle with a machine gun.

Stevie


Terry B.(Posted 2006) [#172]
ARG!!! MACHINE GUN!?!?!?! RELEASE IT! NOW!!!
hehe lol


Baystep Productions(Posted 2006) [#173]
I've been tracking your progress since the begining!

I love this game, its addictive and always fun.

P.S. It only took me 15-20 mins to destroy them all in the tank.


Stevie G(Posted 2006) [#174]
Check out these badboys :)




Torrente(Posted 2006) [#175]
Looks pretty sweet, Stevie. Guns are fun, although I prefer ramming things with the Knightrider, as it's more satisfying.


Terry B.(Posted 2006) [#176]
Hey stevie can you release the version with the machine gun, and make it on the first level, the one without water, I liked that one better and it would be fun to use the knightrider on it now that you gave more control on the knightrider, as well as it would be fun with helicopters.


Regular K(Posted 2006) [#177]
Very good engine, rock solid!

Hmm a gun...


WedgeBob(Posted 2006) [#178]
Ahh yes, that engine can really have some choice game companies wanting that on the X360 as another tank/WWII game, I can see that haappening right about now. :rolls eyes:


Stevie G(Posted 2006) [#179]
@ Math, press backspace ... all the older levels are still there.

@ Ram, never in a month of Sundays. It's not a 3rd party engine ... B3d only and extremely basic compared to ODE/Tokamak / Havock and all the other physics engines out there.

I may release another demo in the future but not atm.

Stevie


Raz(Posted 2006) [#180]
haha wow, thats great :D oozes character too :) played!


Terry B.(Posted 2006) [#181]
;) must not let thread go down in the lists, must make stevie release machine gun and get rid of those glitches on no shadow mode.


WedgeBob(Posted 2006) [#182]
Hehe, whew. Well, it's just a matter of jealousy, that's all it is anymore. Huy, yuy, yuy... :sigh:


Grisu(Posted 2006) [#183]
Another sunday is near. So lets put some pressure on Stevie... ;)


Stevie G(Posted 2006) [#184]
Hello,

I've not had much chance to work on this over the last week or so ( up to my eyes at work ) but you've twisted my arm on the humvee with machine gun.

Note that the helicopter's ability to stabilise itself on inclines turned out worse than the last version so I'll resort back to the old method for now until I get time to fix.

Give me a couple of hours.

Cheers
Stevie


ImaginaryHuman(Posted 2006) [#185]
The flat-shaded polygons reminds me of various old-school games, it's a nice look. Funny how among all these texture mapped games it starts to make this `old` style of rendering become something out of the ordinary.