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Author Topic: My new race  (Read 376 times)

« on: June 14, 2014, 09:40:23 AM »
The project is in development
 The project is a test. No names.
 If you will allow my knowledge and capabilities of 3D rad, there will be a full game.
 I want to implement multiplayer. Have a good idea of the endless random track. While no idea how?
 In single mode will be the route for familiarization and training with features multiplayer tracks.
The style can be seen in the screenshots (on another I can't =))


 Please think of the names of drivers =)
« Reply #1 on: June 14, 2014, 09:57:47 AM »
PRO LOOKING GRAPHICS!!!

IMPRESSIVE!!!!


--Mike
« Reply #2 on: June 14, 2014, 10:09:14 AM »
Thank You, Mike. How to make an endless track with random elements, I know. How to make the minimap to it, also know (examples on this forum are =)). Will it work in multiplayer, given the lag rivals?
« Reply #3 on: June 14, 2014, 10:22:10 AM »
Quote
How to make an endless track with random elements,
i've never tried that, but the challenge sounds interesting...
and if done properly, should be able to be made in multiplayer...


Quote
Will it work in multiplayer, given the lag
another good question... if the multiplayer is done right, i think the answer is yes... but again, i've never done a car race multiplayer...


i'm in the middle of re-evaluating my dedicated server multiplayer architecture (too much work getting the server and client parts constructed)... so this should be a good testbed for trying out a new approach...  i'll start a separate thread on this  asap...


--Mike
« Reply #4 on: June 14, 2014, 10:41:08 AM »
I love the models, are reeeeally good. Maybe for the robot i guess, Mech driver? ;D or tin plate robot
See my web:
« Reply #5 on: June 14, 2014, 10:49:11 AM »
I plan first single game, now busy menu with the choice of players and machines (many modeling)
Idea endless highway simple. When you add the next block includes the generator of random numbers, and depending on the number selected is the impostor section of a route. All units must be recorded in a text file - an array to hold the features section of the route (ice covering, asphalt, swamp, weather, etc.). In accordance with the array will be modified in the machine control. While this is only a thought...=). But we have to think long and hard.... By the way, for a single game track probably also possible to build from the finished blocks, stored in arrays of rooms blocks
« Reply #6 on: June 14, 2014, 10:56:51 AM »
On the Russian forum came up with these names: Pernoize -UFO, Trelader red, Harloy yellow, Stepa - robot =). Stepa is the name of the heroes of my old mod for Warcraft 3, the tradition of =). But it is quite possible other names. 
 Helps me a lot with scripts ВладислаВ possible on these issues will answer it, and then explain to me =))), I find it difficult sometimes to understand the terms
« Last Edit: June 14, 2014, 10:59:30 AM by KO3bMA »
« Reply #7 on: June 14, 2014, 12:27:05 PM »
I love the models, are reeeeally good. Maybe for the robot i guess, Mech driver? ;D or tin plate robot

Hello, Mike Hense.You said, what you didn't create multiplayer...
A Certain time earlier, I created the light example мульта in one project.It Was Got much таки simply and understandable.Here is see:
http://3drad-alec.ucoz.com/load/0-0-0-64-20
« Reply #8 on: June 15, 2014, 08:23:07 PM »
Quote
Will it work in multiplayer, given the lag

i just finished putting together a 2 player car multiplayer project (based on the game ball arena multiplayer demo)  and it seems to run smoothly with no noticeable lag... the cars racing around as if they were running in a single player app...

of course, the two apps (server and client) were running on the same machine...  it'd be interesting to see the multiplayer simulation running over the internet...


@ ВладислаВ
i've done multiplayer 3DRAD apps before... just not races or car apps...  thx for the offer though...


--Mike

--Mike

« Last Edit: June 15, 2014, 08:26:28 PM by Mike Hense »
« Reply #9 on: June 16, 2014, 05:43:18 AM »
Mike, your message inspires . I don't know, "technology" multiplayer =). Only played 2 times. I realized that I must learn example, to understand.....Today begin to study. tomorrow there will be questions =)
« Reply #10 on: June 16, 2014, 01:04:58 PM »
Understand the work of the multiplayer and it killed me ....=( . All my cars for version 6.50 not suitable for multiplayer, as it does not have Skinmesh =(. To implement this suspension in 7.22, you need a lot Skinmeshs and the script. The idea to optimize the number of objects failed... >:( ??? :(
The plan has changed.
1. Make a full-fledged single game.
2 Make a separate multiplayer with endless highway and the same characters.

 Now messages for long periods of time, subject, I ask you not to close.
« Last Edit: June 16, 2014, 01:14:20 PM by KO3bMA »
« Reply #11 on: June 18, 2014, 09:39:34 AM »
looking for a way as to optimize the number of loaded objects (load times decrease) and found, as always, Shader =) iShaderFloat2Set(OBJ_0,"UVW",X,Y);
 on the screens of skinmesh one and the same, but in game 4 different...   in multiplayer works. What better in multiplayer: 1 skinmesh when loading and Shader in the game or 4 skinmeshs without shaders in the game?
« Last Edit: June 18, 2014, 09:42:01 AM by KO3bMA »
« Reply #12 on: June 18, 2014, 10:02:45 AM »
you're lil mistaken about a few things K...

1 - shaders have nothing to do with the number of skinmeshes that are being loaded...

also...

2 - best to have your cars use skinmeshes if multiplayer is your eventual goal...  that way you can use the net synch capabilities 3DRAD gives you without any additional coding... this way you only need the rigidbodies (car objects) on the server... the clients can thus be lightweight... load quicker... and run on less capable hardware...

3 - i suggest that you start using version 7.22


--Mike

« Reply #13 on: June 18, 2014, 10:19:35 AM »
skinmesh one, texture consists of 4 textures that when rendering switch on different machines script with the Shader, so when the project is loaded loaded 1 skinmesh for 4 different machines, not 4 different skinmeshs

paragraphs 2 and 3 - agree , already started
« Reply #14 on: June 18, 2014, 10:23:22 AM »
Code: [Select]
float X=0,Y=0.25,Y1=0.5,Y2=0.75;

void Main()
{
   if (iInitializing())
   {
iShaderFloatSet(OBJ_0, "MirrorUV",1);
   }
   iShaderFloat2Set(OBJ_0,"UVW",X,Y);
   iShaderFloat2Set(OBJ_22,"UVW",X,Y1);
   iShaderFloat2Set(OBJ_44,"UVW",X,Y2);
}

texture
thanks Shadmar =)
« Last Edit: June 18, 2014, 10:29:26 AM by KO3bMA »
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