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Author Topic: Tr-Zero (full 3drad game)  (Read 5783 times)

fourdee

« on: February 20, 2013, 07:03:11 AM »
Hi all,

Tr-Zero:
- Designed from the ground up in 3Drad (scripted)
- XGRA/Wipeout style racing game built in 3Drad
- Reach speeds of over 1650km/h
- 7 AI bikes
- 1 Track (with reverse)
- 4 Speed class settings
- CPU names provided by the members of 3Dfoundry (thanks all!)
- Thanks to all who provided feedback, appreciate it.

Enjoy!

Download:
http://www.freankexpo.net/533/tr-zero

Youtube Gameplay
http://youtu.be/rFdVzaSzbGY

Source Code:
I've decide to release the source code for this project (personal use). I learnt from others scripts/tutorials, this is my way of hopefully saying "thank you".
The source does contain a few functions which are not mine, i've listed their copyright to the original creators.
Please see the file for terms of use.
« Last Edit: February 22, 2013, 10:59:50 AM by Fourdee »
« Reply #1 on: February 20, 2013, 02:32:44 PM »
Hah...its so funny...I remember you...
Remember how you join in community...and almost all you progress...

And now I see this...I just want say " bravo"... Don't give up...(about 3d.rad...) Stay with us:)
Use 7.22
« Reply #2 on: February 20, 2013, 07:31:25 PM »
::jaw dropping:: So this is what I've been missing out on while I was gone! :o Loads fast, very smooth gameplay, and beautiful HUD. I'm impressed! Great job fourdee!!! I'm sad I wasn't here to see the progress of this game. :( I litterally just visited back after a few months of being gone. I should be checking here more often! ;D
« Reply #3 on: February 20, 2013, 07:44:03 PM »
Wow.. and I would have never thought of the loading technique... no wonder it's so fast. ;D

Edit:
Also, excellent coding and gameplay (I didn't realize how high paced the game was until I tried a higher class). I was looking at the source code and I'm surprised to see practically every variable for the cycle in arrays. It's no wonder you were able to get that many cycles working with such good performance!

So, I'm guessing with that kind of speed, you didn't even bother with using the pcar.??
« Last Edit: February 20, 2013, 09:33:25 PM by Rush3Fan »

fourdee

« Reply #4 on: February 21, 2013, 05:29:36 AM »
So, I'm guessing with that kind of speed, you didn't even bother with using the pcar.??
Rush, where you been! i thought you left :(. Its good to see you back again, got any games planned for the future?

No Pcar here, its one of the reasons i had to learn scripting. The pcar had collision issues at around 150km/h, just wasnt possible, so, all bikes are coded from scratch using a scanner/vector based system.

I actually owe a lot to you for the track design. If it wasnt for you helping me with blender/nerbs a year ago, i would of never actually made a track, let alone use blender for it. So thank you!
Speaking of which, i'am completely sold on blender now, i use it for everything.

Loading technique, yeah, lol, that all started because multiple project loading was just too slow.

Good to see you back here, hope you'll stay active again, take care :)

« Reply #5 on: February 21, 2013, 09:08:36 AM »
great game, come on really well! would you like me to link the game topic/ download to my website in the showcase page?

www.cobbsterproductions.com/showcase.phpl

only if that is cool with you tho!
« Reply #6 on: February 21, 2013, 02:33:07 PM »
Quote
Rush, where you been! i thought you left . Its good to see you back again, got any games planned for the future?
The project I'm working on full-time now is basically the reason for my quietness. I have so much I've been itching to show you guys, but you'll have to hang in there for a while until it's complete.

Quote
No Pcar here, its one of the reasons i had to learn scripting. The pcar had collision issues at around 150km/h, just wasnt possible, so, all bikes are coded from scratch using a scanner/vector based system.
Nice! Even with scanners, it's still incredible how nice the bikes handle. I'm still confused how you were able to get the bikes to slide against the wall instead of bouncing or coming to a dead stop. You must have a good understanding of vector math.

Quote
I actually owe a lot to you for the track design. If it wasnt for you helping me with blender/nerbs a year ago, i would of never actually made a track, let alone use blender for it. So thank you!
Speaking of which, i'am completely sold on blender now, i use it for everything.
No problem! It's very rewarding to see a project benefit from all my past chatting on this forum.
« Reply #7 on: February 21, 2013, 06:46:48 PM »
hey fourdee will there be any updates like adding more tracks and faster bike classes?
I be trippin!
« Reply #8 on: February 21, 2013, 07:04:24 PM »
oh and how do you get the bike rigidbody's to stay on the track no matter how fast or at what angle your going at?
« Last Edit: February 21, 2013, 08:23:37 PM by dogtorque »
I be trippin!
« Reply #9 on: February 22, 2013, 05:10:06 PM »
Awosome! Plus a Sonic Hedgehog music!

fourdee

« Reply #10 on: February 23, 2013, 05:47:16 AM »
Thanks all for feedback, appreciate it.

would you like me to link the game topic/ download to my website in the showcase page?
www.cobbsterproductions.com/showcase.phpl
Thanks Redfox, sure, please use the image and download link above. Appreciate it.


Quote
Rush:
The project I'm working on full-time now is basically the reason for my quietness.
I'm still confused how you were able to get the bikes to slide against the wall instead of bouncing or coming to a dead stop. You must have a good understanding of vector math.
Cant wait to see your work Rush, looking forward to it.
My maths is basic at best, throw algebra in there and i'll soon be confused lol. But yeah, vectors, no problem.
Theres 5 scanners under the bikes:
- Centre = defines bike height
- front/back = defines X rotation float
- left/right = defines Z rotation float

Then 2 scanners for the front (the only coliision scanners):
- These scan the walls, Frontleft/FrontRight from the bike on the Z vector
- A little bit of math, and control of bike movement allows for the softening of wall collisions.


Quote
dogtorque:
hey fourdee will there be any updates like adding more tracks and faster bike classes?
oh and how do you get the bike rigidbody's to stay on the track no matter how fast or at what angle your going at?
No updates planned for a 3Drad version, too many limitations. And, I dont use any rigidbodies (except the track/wall surface), its all scripted, Its also the main reason i had to learn scripting :)
« Reply #11 on: February 23, 2013, 10:37:58 AM »
Quote
- front/back = defines X rotation float
- left/right = defines Z rotation float
You knew about scan normals right? I guess you can just do a floor scan and generate a rotation from a single scan hit. Might save you some performance in the future.


Quote
Then 2 scanners for the front (the only coliision scanners):
- These scan the walls, Frontleft/FrontRight from the bike on the Z vector
- A little bit of math, and control of bike movement allows for the softening of wall collisions.
So, basically the bike would move through the wall if going backwards?


Quote
No updates planned for a 3Drad version, too many limitations.
No radmath (from jestermon) if you switch game engines unfortunately... :D but anyway, if you need any help switching, particularly to Unity, I can basically tell you what to expect.. - basically sum up how things are going to be different from Rad etc..
« Reply #12 on: February 23, 2013, 04:19:59 PM »
I've followed your Tron project for some time, and I have to say the result is absolutely amazing! It looks very professional 8) I'll check out the demo soon.
"Believe you can, and you're halfway there."
- Theodore Roosevelt
« Reply #13 on: February 23, 2013, 04:37:02 PM »
Thanks all for feedback, appreciate it.

would you like me to link the game topic/ download to my website in the showcase page?
www.cobbsterproductions.com/showcase.phpl
Thanks Redfox, sure, please use the image and download link above. Appreciate it.


Quote
Rush:
The project I'm working on full-time now is basically the reason for my quietness.
I'm still confused how you were able to get the bikes to slide against the wall instead of bouncing or coming to a dead stop. You must have a good understanding of vector math.
Cant wait to see your work Rush, looking forward to it.
My maths is basic at best, throw algebra in there and i'll soon be confused lol. But yeah, vectors, no problem.
Theres 5 scanners under the bikes:
- Centre = defines bike height
- front/back = defines X rotation float
- left/right = defines Z rotation float

Then 2 scanners for the front (the only coliision scanners):
- These scan the walls, Frontleft/FrontRight from the bike on the Z vector
- A little bit of math, and control of bike movement allows for the softening of wall collisions.


Quote
dogtorque:
hey fourdee will there be any updates like adding more tracks and faster bike classes?
oh and how do you get the bike rigidbody's to stay on the track no matter how fast or at what angle your going at?
No updates planned for a 3Drad version, too many limitations. And, I dont use any rigidbodies (except the track/wall surface), its all scripted, Its also the main reason i had to learn scripting :)
so then what game engine will you use blender? or unity
I be trippin!
« Reply #14 on: March 04, 2013, 08:40:08 AM »
Finally played Tr-Zero today. What can I say, I'm very impressed, its absolutely stunning. Can't imagine how many hours you've put into this... An amazing piece of artwork ;) And btw, love the engine sound!
« Last Edit: March 04, 2013, 09:21:33 AM by Sondre S. »
"Believe you can, and you're halfway there."
- Theodore Roosevelt
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