[WIP] Stunt Playground *beta 3 released!!
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I've been working on the in-game GUI, here's an idea of what it will look like, I'll change the font before release though for sure...
also I think a lot of people will be happy to know that today I implemented a "vehicle reset" button, so you don't have to respawn a vehicle if you end up upside-down
click for image
[edit]made image a link to keep forum from being too wide[/edit]
also I think a lot of people will be happy to know that today I implemented a "vehicle reset" button, so you don't have to respawn a vehicle if you end up upside-down

click for image
[edit]made image a link to keep forum from being too wide[/edit]
Last edited by walaber on Thu Mar 17, 2005 3:13 pm, edited 2 times in total.
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wow, thanks for the offer! after a little more texturing, I'll prepare a batch of screenshots for you! right now the "big red jumps" need some texture work!! 
in other news I found a few hard-to-notice-but-potentially-problem-causing bugs and fixed them up... on my system the game is now running very stable.

in other news I found a few hard-to-notice-but-potentially-problem-causing bugs and fixed them up... on my system the game is now running very stable.

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great work!
a few things, would look cool to have sparks when the suspension hits it's maximum for heavy landings.
Can you quickly fade in particles so you don't see them spawn from nothing?
If you are moving forward at all the camera should continue moving to the back of the car and viceversa. At the moment it waits until you are traveling fast to fully go behind/in front.
Is there going to be an incar view?
I LOVED the Colin McRae *1* in car view as I think it had a physics 'head' which the camera was attached to, so you really felt the stresses on the car. It was so cool, and then they took it out of all the sequels 
In the editor it'd be nice to be able to press a key and add another of the currently selected object. Plus I kinda wanted the editor objects to have inertia when you let go with the mouse button, so you could 'throw' the light objects around
and one last thing.. where's the loop?
ps if you ever manage to get networking and more game stuff in you should try selling it as shareware
These guys do it www.indiegamer.com
a few things, would look cool to have sparks when the suspension hits it's maximum for heavy landings.
Can you quickly fade in particles so you don't see them spawn from nothing?
If you are moving forward at all the camera should continue moving to the back of the car and viceversa. At the moment it waits until you are traveling fast to fully go behind/in front.
Is there going to be an incar view?


In the editor it'd be nice to be able to press a key and add another of the currently selected object. Plus I kinda wanted the editor objects to have inertia when you let go with the mouse button, so you could 'throw' the light objects around

and one last thing.. where's the loop?

ps if you ever manage to get networking and more game stuff in you should try selling it as shareware

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Would be a great start for a "Driver" better than
Hi Walaber,
Me and a couple of friends are CRAZY of the game "Driv3r" but only the small game contained in there called "Survival". The principle of the mini-game is to drive yourself out of a hord of police cars with an unrealistic high mass and seemingly awfully powerful engine.
One game lasts around a minute and lasting 3 minutes is considered like a difficult target!
When I saw your demo, I felt your car physics looked really much like "Driv3r" one. If you want to meet up in Tokyo and play driv3r with us, we might be able to convince you to turn Stunt into a better driv3r! I would definitely pay for such a game.
Anyway keep up the good work.
Me and a couple of friends are CRAZY of the game "Driv3r" but only the small game contained in there called "Survival". The principle of the mini-game is to drive yourself out of a hord of police cars with an unrealistic high mass and seemingly awfully powerful engine.
One game lasts around a minute and lasting 3 minutes is considered like a difficult target!
When I saw your demo, I felt your car physics looked really much like "Driv3r" one. If you want to meet up in Tokyo and play driv3r with us, we might be able to convince you to turn Stunt into a better driv3r! I would definitely pay for such a game.
Anyway keep up the good work.
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thanks for the comments.. unfortunately I have *no* networking programming experience, so there will not be a network version of the game...ps if you ever manage to get networking and more game stuff
I will add the "press a button to repeat the last prop" command though, it makes staking crates much faster

I have fixed the camera already, there are currently 8 views (no in-car view though).
giyokun - interesting, I've nevre played driv3r, but I played the original on PS, it was a fantastic game. sounds a lot different from my game though

no plans for making the game shareware / etc... I think keeping the game free means a lot more people will play it

right now I'm working on textures (got quite a few done), and adding some nice reflections to the cars... right now just using a cubemap rendered from the track+skybox, but it already makes it look much better. after a little more work I'll post some new screenshots...
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The invite to come and play at Driv3r still holds, send me a direct email at gproux______at______gmail.com if you feel like having some non-programming related fun!walaber wrote: interesting, I've nevre played driv3r, but I played the original on PS, it was a fantastic game. sounds a lot different from my game though![]()
thanks for the great work!
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well, you could do what Soldat does and give the full game away, but you can still register. If you register you get some non gameplay related goodies, like customising your player. You could do the same for this, maybe letting registered users put custom decals and whatnot on the car. It's easy to accept payment with something like Plimus and it surely can't hurt to get paid a little
Since getting a job in some dull hollywood style mammoth game company isn't the only way to make a living in games.

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funny you should say that, that's exactly what I spent the weekend doingIf you want really cool reflections, think about dynamic cubemapping

a few WIP screenshots (you can see the 6 views in the lower-left of the screen).
[1024x768 shots]


you can see that it's definately getting there... but not quite perfect yet. I think I might have the directions for each camera wrong... right now I'm doing this:
FRONT = NEGATIVE_UNIT_X
BACK = UNIT_X
LEFT = UNIT_Z
RIGHT = NEGATIVE_UNIT_Z
UP = UNIT_Y
DOWN = NEGATIVE_UNIT_Y
to render each view... but the reflection doesn't seem quite right... I'll try and search for the proper way to setup the cameras. right now I render only 1 camera per loop, so it takes 6 frames to update the entire thing. but when you're playing the game it's pretty smooth. the textures are 256x256 right now, I'll probably add an option to lower the res to 128x128 for performance reasons... although on my laptop I'm still maintaing a FPS of around 30-60, which is acceptable to me. the game is playable down to about 15fps

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Nice!
I see you also got some more textures in it.
The camera directions look ok to me, assuming that the car mesh has it's front towards the negative X axis, and you're using right-handed coordinates.
Edit: With regards to the reflections, maybe you are rotating the car mesh's normals, and at the same time rotating the cube map cameras' directions? That would give a double rotation if I'm getting it right. Maybe you should lock the cube map cameras to the world axes, so the car normals point in the right direction?

The camera directions look ok to me, assuming that the car mesh has it's front towards the negative X axis, and you're using right-handed coordinates.
Edit: With regards to the reflections, maybe you are rotating the car mesh's normals, and at the same time rotating the cube map cameras' directions? That would give a double rotation if I'm getting it right. Maybe you should lock the cube map cameras to the world axes, so the car normals point in the right direction?
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thanks! it's still not quite working right... testing the reflection on a cube shows a few problems. I'm sure I'll get it to work soon though.
I think i found a small bug in the TextureUnitState class as well, I'll submit it when I have more time
once I get the reflection working perfectly, I'll post those screenshots mentioned before!
I think i found a small bug in the TextureUnitState class as well, I'll submit it when I have more time

once I get the reflection working perfectly, I'll post those screenshots mentioned before!
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This beautiful thing really ought to reside in the "ShowCase" forum!



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update
today I started adding sound to the game with FMOD, and it's going very well so far.
I will be out of town from this weekend for about 8 days on business... but I'm taking my laptop with me, and hope to work a fair amount on the game. when I get back I think it'll be time to release a new beta, and some screenshots for the featured projects page.
things I hope to have in place for the next beta:
4 cars to choose from, fully textured with different "feel" to driving them.
Complete replay system (90% done)
Ability to save / load replays
Fully textured, if not final, props and jumps including a few new jumps
Sound effects!
options dialog for adjusting game settings
Sinbad wrote:
I look forward to everyone's input on the new beta, it's come a long way since the last release!!
today I started adding sound to the game with FMOD, and it's going very well so far.
I will be out of town from this weekend for about 8 days on business... but I'm taking my laptop with me, and hope to work a fair amount on the game. when I get back I think it'll be time to release a new beta, and some screenshots for the featured projects page.
things I hope to have in place for the next beta:






Sinbad wrote:
unfortunately, as seen in my other post, this doesn't actually seem possible right now... so it'll be static cubemap relfections until this becomes possible (I'd try to do it myself but it's beyond me)I'm really glad you got dynamic cubic reflection going, that's one of the things that wasn't possible before 1.0.0, nice to see it demoed.
I look forward to everyone's input on the new beta, it's come a long way since the last release!!
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Yeah, my bad - I thought this was already added (since you can now write to cubemap faces) but I see the interfaces aren't quite there yet for render targets. One for Dagon.walaber wrote: unfortunately, as seen in my other post, this doesn't actually seem possible right now... so it'll be static cubemap relfections until this becomes possible (I'd try to do it myself but it's beyond me)
Looking forward to the next beta!