Lightning Wheels
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- Gnoblar
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Lightning Wheels
Hi,
just a little post to show our new WIP, Lightning Wheels, a car racing game.
We try to make something with a bit of ironman, generally, etc but full 3d.
You can see a video and some cars in our blog (spanish :S).
Direct link to the video: Video
Waiting for your comments.
Greetz!
just a little post to show our new WIP, Lightning Wheels, a car racing game.
We try to make something with a bit of ironman, generally, etc but full 3d.
You can see a video and some cars in our blog (spanish :S).
Direct link to the video: Video
Waiting for your comments.
Greetz!
Last edited by carlos on Fri Aug 18, 2006 1:55 pm, edited 1 time in total.
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- Gnoblar
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Thanks!
It's just a very basic video, we can't wait to show something
The final game will have many other elements in the track like cones, people, trees, wheels, etc. and also particle effects, thread marks and many other.
We're working hard to have new features ready to show, so expect new videos and screenshots
We also have an editor to make tile based tracks, so players can make their own tracks (we'll make tutorials on hand made tracks too).
Thanks again for comments!
It's just a very basic video, we can't wait to show something
The final game will have many other elements in the track like cones, people, trees, wheels, etc. and also particle effects, thread marks and many other.
We're working hard to have new features ready to show, so expect new videos and screenshots
We also have an editor to make tile based tracks, so players can make their own tracks (we'll make tutorials on hand made tracks too).
Thanks again for comments!
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- luis
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thanks for your kind words
I hope the new FixedForwardInterpolated Stepper made by tuan kuranes solves the problem with the springs. We're going to use the new version ASAP, then merge our changes and send him a patch (or source).
yes, we are tunning the suspensions right now, one problem we found is that suspension springs depends on the FPS....I think there should be a tad more suspension though, it seems very tough when it lands
yes, it's because we are using a nice wrapper OgreOde (thanks Monster!!!) it has almost everything we need to make this game, we added some extra functionality like anti-sway bars and the ability to load torque curves in the XML file.Cool! That sure looks like you have some nice car physics
I hope the new FixedForwardInterpolated Stepper made by tuan kuranes solves the problem with the springs. We're going to use the new version ASAP, then merge our changes and send him a patch (or source).
- Praetor
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If the tension in springs is FPS dependent does that mean you are not locking the physics updates to a constant framerate? I think that if you did this, you would find your simulation would be much more stable. For something physics-heavy like this, perhaps a framerate of 100 for the physics would work nicely.
- luis
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we use the visual framerate to update physics. I agree that using a constant framerate is the best solution to have an accurate simulation but we should implement physics in another thread and it adds to much complexity to the code (we allready have 3 threads, main app, sound and network).If the tension in springs is FPS dependent does that mean you are not locking the physics updates to a constant framerate?
Interpolated stepper should do the work also.... (i hope!)
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Hi people!
After some months of hard work we are back in action
We removed OgreOde (poor perfomance with "high" resolution heightmaps) and we are currently using (and hacking) with NxOgre 0.9 it works just perfect !
Here is our new wheel system in action:
http://www.youtube.com/watch?v=HZtdjoaVzEg
Any similarity to ironman's track is purely coincidental
I must give thanks to betajaen for his support and for letting us to add and ask for specific features in the lib
After some months of hard work we are back in action
We removed OgreOde (poor perfomance with "high" resolution heightmaps) and we are currently using (and hacking) with NxOgre 0.9 it works just perfect !
Here is our new wheel system in action:
http://www.youtube.com/watch?v=HZtdjoaVzEg
Any similarity to ironman's track is purely coincidental
I must give thanks to betajaen for his support and for letting us to add and ask for specific features in the lib
- Aladrin
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Sorry, I can't help but hijack this thread and turn it into a conversation about the other game in your sig... The Robotech one.
I see there's source for download. Is that just for a the demo, or will the whole game be free?
I wasn't a fan of Robotech until I read the books, which got me to watch most of the Anime... And then I was a pretty big fan. (Oddly enough, the books are less about the tech and more about the people and war.)
Edit: Gah! I should have read the site a little more.
I see there's source for download. Is that just for a the demo, or will the whole game be free?
I wasn't a fan of Robotech until I read the books, which got me to watch most of the Anime... And then I was a pretty big fan. (Oddly enough, the books are less about the tech and more about the people and war.)
Edit: Gah! I should have read the site a little more.
Awesome. Just awesome.A free 3D Game for linux and windows platforms based on Ogre3D engine.
- walaber
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- luis
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no problem, here is the thread about that "game" in case you want to see it:Sorry, I can't help but hijack this thread and turn it into a conversation about the other game in your sig... The Robotech one.
http://www.ogre3d.org/phpBB2/viewtopic. ... t=robotech
I'm a robotech fan since i was six years old ! i like also the original saga Macross. That game/demo is quite old, the source code compiles with a very old Ogre version...I wasn't a fan of Robotech until I read the books,
A guy has asked me to let him continue the development and he will be doing the "Gerwalk Reloaded" version (see the island screenshots in the site) this version will be completly rewritten with outdoors....
that was OgreOde ! the new version with NxOgre is even better i hope to make a public demo soon.....this is looking great! the trailer on the first post looks like you have a cool feel to the physics!
thanks for all you comments!
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wow that's brave, but it's paying off! The game looks fun... like GeneRally on steriods. Keep us updated on your progress!luis wrote: and we are currently using (and hacking) with NxOgre 0.9
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- Halfling
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Very nice vid! Seems like this will turn out to become a fun little arcade game!
One question though. I'm wondering what your reasons were for turning to NxOgre. Did you consider other alternatives (Bullet, PhysX, etc)? I'm really curious as I used ODE (without the OgreODE wrapper) for a small race game, and it was very hard to get it right. After that I've been looking into other Physics engines, but it's hard to make an accurate decision of what to use without testing them all. And that is something I really don't have time for
One question though. I'm wondering what your reasons were for turning to NxOgre. Did you consider other alternatives (Bullet, PhysX, etc)? I'm really curious as I used ODE (without the OgreODE wrapper) for a small race game, and it was very hard to get it right. After that I've been looking into other Physics engines, but it's hard to make an accurate decision of what to use without testing them all. And that is something I really don't have time for
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luis: That looks really nice! The graphics and physics look very well done (except maybe for the wood beams, which seem to act like ice )
I think he mentioned it was because NxOgre (Ageia PhysX) works well with high resolution heightmap terrains (this is also one of the main reasons I am using PhysX).One question though. I'm wondering what your reasons were for turning to NxOgre.
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- Halfling
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Ack.. right Nx is Novodex For some reason I mis-interpreted it as being Newton. Anyway, I did read the part where he stated NxOgre worked better with high resolution heightmaps than the former OgreODE implementation. But this says nothing about the alternatives. Are they outclassed when it comes to resolution as well? Or were there other reasons for picking NxOgre?JohnJ wrote:luis: That looks really nice! The graphics and physics look very well done (except maybe for the wood beams, which seem to act like ice )
I think he mentioned it was because NxOgre (Ageia PhysX) works well with high resolution heightmap terrains (this is also one of the main reasons I am using PhysX).One question though. I'm wondering what your reasons were for turning to NxOgre.
Or has it already been proven that NxOgre works best for high resolution heightmaps?
p.s. Sorry for my OT posts..
- JohnJ
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I don't know about Newton, but as far as I know both ODE and Bullet simply convert heightmaps to "polygon soup" collision forms. This means that large terrains would take up huge amounts of memory, and probably run very slow. I think Newton is heightmap-compatible, but I decided not to use Newton since it is extremely slow even with simple scenes (a stack of crates, for example, can bring your game down to 5 FPS with Newton).Are they outclassed when it comes to resolution as well? Or were there other reasons for picking NxOgre?
- betajaen
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PhysX has something like this too; instead of generating a triangular mesh from a image file, it has a specific shape (NxHeightField) designed to accept 16-bit floats as separate points in height. It's very fast, precise and can easily handle large distances.JohnJ wrote:I think Newton is heightmap-compatible, but I decided not to use Newton since it is extremely slow even with simple scenes (a stack of crates, for example, can bring your game down to 5 FPS with Newton).
- Game_Ender
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What are you taking about? Newton is not the fastest but its not really that slow I suggest you review what ever settings you ran the demo under.
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