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Author Topic: Racing game project - open wheel cars?  (Read 24477 times)

BorekS

« Reply #225 on: December 10, 2011, 03:25:26 PM »
the road paint is main characteristic thing of the whole minigame-project, will be not changed definitely.
If I had interest to do it differently, I would do it long time ago.

here is sample of "hires" 3drad landscape texture exported with road vector based object from Inkscape to 8192x8192. but it take more time when loading. actual projet use 2048x2048 texture or 4096x4096 dds dxt1 file.

« Last Edit: December 10, 2011, 07:59:56 PM by BorekS »

BorekS

« Reply #226 on: December 10, 2011, 07:20:11 PM »
new quick made video here, one lap battle  8)
note: if the fraps footage record is inactiv, then the fps ingame is much better, of course.

« Last Edit: December 19, 2011, 09:09:46 AM by BorekS »

psikoT

« Reply #227 on: December 11, 2011, 01:35:33 AM »
the road paint is main characteristic thing of the whole minigame-project, will be not changed definitely.
If I had interest to do it differently, I would do it long time ago.

ah ok... sorry then... ;D

BorekS

« Reply #228 on: December 11, 2011, 10:10:31 AM »
 ;)
well, I changed the tree mesh for simple triangle source (one face) object and let then the game tell me, if it is OK. it seems it is. 800 skinmesh trees with few another objects = good fps.

actuallly the whole fps tests I did directly with 3drad editor before.

compilled project is much better. here are latest screenshots. no car LODs implemented and all runs smooth. terrain texture 4096x4096 px.
« Reply #229 on: December 11, 2011, 10:32:46 AM »
Nice houses, your game is coming together. :)

BorekS

« Reply #230 on: December 11, 2011, 12:14:01 PM »
oh, thanks :-) it is very low poly object. now 16 in the scene.

unfortunately, linking all the houses collidable as RB ojects (boxed source) with the cars took now cca 15fps. hard to keep it over 40. physics and lot of imposters is fps killer, it seems. tewak time again :-/

BorekS

« Reply #231 on: December 11, 2011, 12:16:44 PM »
dangerous racing, those old f1 cars...
a hard accident, pilot injured.

« Reply #232 on: December 12, 2011, 09:55:44 AM »
THIS IS TOTALY AWESOME!
::=::Look at this ::=::
Rally game

The most important thing that happens, you usualy miss it , but after sometime you will remember
 
even if you didint noticed. Go forward and never look back

BorekS

« Reply #233 on: December 13, 2011, 03:56:09 AM »
:)
I like your enthusiasm in all the projects presented latest days here at forum :)

to the F1LR next downloadable release:
I  try to optimize the actual project with point to the decent game performance at standard pc computers.
the racing mini-thingy must have some reserve to add more cars in future (up to 6), so now I reworked the tree imposters visibility again to max 400 objects on the scene (heh, well, again, but new repositioned :-)). they actually, can say, copy the sides of racing track only now. also the house objects can be few collidable stuff near the track now only, the rest can be pure skinmesh  behind the invisible rigidbody tree "walls" .

would be very great add sort of boundary stones as collidable trackside objects, but linking it all as rb objects with 6.50 rad must be pain.
yes, there is more simplest way, which was done for many racing games - instead of linking all separate objects together  just make a simple invisible corridor wall around the whole road. this would save a lot of work and increased performance, but it is not a way, what I wann to go. too easy.
« Reply #234 on: December 14, 2011, 03:02:00 PM »
Why not move to 7.xx? I had hard times with PC Car object and guess what I did? I am now using the normal car ovject in 7.22, runs fine.  :) BTW, thanks for the shadmars shader tip, looks a lot better now. Now I only need to spread that ~200 tree imposters over my huge map and so to still have some FPS left. :P And don't worry about that hangar, it's just a temporary bus depot for now and I am al ready looking for a replacement. :P

BorekS

« Reply #235 on: December 14, 2011, 05:19:10 PM »
7.22 car and pcar settings was for me about more angry then fun, what I did with 6.50 quickly, I was not able to do with with 7.22 for days similar. see also this jestermons post  8)
making 3drad f1 car is special "fun", coz for high speed car object is there creepy shaking of wheel with high speed. 6.50 or 7.22, the ingame speed km/h indicator value must be a bit faked :-) this maybe you can not see with a bus car  ;)

and here is my latest 400 tree terrain with buildings :-) runs good now.
« Last Edit: December 15, 2011, 03:20:41 AM by BorekS »
« Reply #236 on: December 15, 2011, 04:23:08 PM »
That's why I now use ODE car object in 7.22.  :)
And yes, you are right, I don't have speed indicator shaking with a bus car. :) That thing goes only up to 60km/h.  ;D

BorekS

« Reply #237 on: December 16, 2011, 03:00:16 AM »
Quote
That's why I now use ODE car object in 7.22
I thought, the basic formula is: 3drad 6.x use ODE (Open Dynamics Engine), 3drad 7.x use PhysX engine? isnt?

I thought, the PCar is just improved PhysX version of Car object, but if you use 7.22, both objects runs on PhysX. that is, why the car 6.50 project loaded in 7.22 is totally different handling. that is why I am not able with same/simular object properities make the car same/similar drivable to ODE version. that is why the car / pcar object can not collide the wheels (very important for open wheel car).


Quote
I don't have speed indicator shaking with a bus car.
I mean the car wheels are shaking and dancing around axis with high speed. I wanted to have a race car speed up to 300km/h, but the "real" game editor engine speed limit, when is the wheel shaking not visible yet, is far far away below this number. so to have a car able to indicate on the game screen 300 km/h needs multiply the valueprint (linked to the car object) source number, or the script rotation value linked to a needled sprite, if you use the graphical indicator ;)
« Last Edit: December 16, 2011, 03:25:45 AM by BorekS »

BorekS

« Reply #238 on: December 16, 2011, 05:09:42 PM »
well, the basic track + track side objects are done, now is time to improve the car body.
starting texturing some parts... first shots

« Reply #239 on: December 17, 2011, 04:36:03 AM »
BEAST!
::=::Look at this ::=::
Rally game

The most important thing that happens, you usualy miss it , but after sometime you will remember
 
even if you didint noticed. Go forward and never look back
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