City Driving Demo (with motion blur)

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sio2
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City Driving Demo (with motion blur)

Post by sio2 »

Another demo. Get it at http://sio2.g0dsoft.com

A big thanks to "andrei25ni" for permission to use his city map.

Image

From the readme.txt file:

City Driving Demo (with motion blur)
====================================

** NOTE: This demo requires both OpenAL and DirectX drivers. See below for details. **

License
=======

City Driving Demo

Copyright (C) 2007 Keith Harrison

This software is provided 'as-is', without any express or implied
warranty. In no event will the author be held liable for any damages
arising from the use of this software.

Description
===========
Email : sio2 'at' users.sourceforge.net
Website : http://sio2.g0dsoft.com

This is a small driving demo around city streets using my work-in-progress closed-source game engine.

This version of the game engine has support for motion blur. Vehicle control has been altered to make vehicles less prone to oversteer (rear end "spinning out") and softer suspension.

Usage
=====

Escape key toggles menu window on/off.

The Menu Window comprises the following sections:-
Game:
Select scene then click "Load". Click "Exit" to quit demo.
Controls:
To redefine a key click on it then press new key or mouse button. Click Reset to revert all keys to default assignments.
Graphics:
Graphics card settings. Disable shadows for more performance. NOTE: settings are applied when game is restarted.
Sound:
Use slider to alter Master Sound volume.

This is a driving simuation. Load a scene and then drive the vehicle.

If the vehicle gets stuck you can press R (default key) to put the vehicle back on its wheels. If you get really stuck then bring up the Menu window (Escape key) and reload the scene.

The viewing distance behind the vehicle can be altered between near, mid and far using the V key. Left and Right side views are via Q and E (held down). Rear view is via the middle mouse button or by pressing Q (View Left) and E (View Right ) simultaneously.

**** NOTE: Use the "Page Down" key to switch between vehicles. ****

Requirements
============
OS:
Windows XP/Vista.

Drivers:
Latest DirectX 9 drivers (August 2007 or later) [www.microsoft.com/directx].
Latest video drivers for your DirectX9 graphics hardware [from your HW vendor].
OpenAL Sound drivers [available to download from http://www.sio2.g0dsoft.com]

Graphics hardware with support for:
DirectX 9
PS2.0 support required for motion blur.

Sound hardware with support for:
OpenAL (cross platform 3D audio),
EAX (optional)

Notes
=====
1. This demo may require the Visual Studio 2005 Redistributable Files installed on your machine. These can be obtained from http://www.sio2.g0dsoft.com in the "Misc" section of "Downloads" or from the Microsoft web site.
2. This is an initial release. Further releases will include enhanced functionality.
3. Automatic gear changes use a simple model and may change too frequently.
4. Nitro (nitrous oxide injection booster) is not yet implemented.

Credits
=======
1. IrrSpintz 3D Engine : http://irrspintz.sourceforge.net
2. Physics by Newton Dynamics library: www.newtondynamics.com
3. IrrEdit (scene editor): http://www.ambiera.com/irredit
4. OpenAL (Open Audio Library): http://www.openal.org
5. IrrNewt (Irrlicht to Newton wrapper) converted to IrrSpintz.
6. Notice: The Irrlicht 3D Engine is based in part on the work of the Independent JPEG Group, the zlib, and libpng.

7. A big thanks to "andrei25ni" for permission to use his city map:
e-mail : andrei25ni@yahoo.com , netisland1@yahoo.com
web : supremacy.sourceforge.net , www.evilworksgames.xhost.ro
Last edited by sio2 on Tue Oct 09, 2007 8:48 am, edited 1 time in total.
Halifax
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Post by Halifax »

Wow that is sweet!

Just a little constructive criticism: The shadow looks a little ridged for the soft curve of the car there. Can this possibly be fixed?

It isn't really anything that I couldn't live without, but I was just wondering. Cause otherwise this looks like it is going to be an amazing engine.
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sio2
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Post by sio2 »

Halifax wrote: Just a little constructive criticism: The shadow looks a little ridged for the soft curve of the car there. Can this possibly be fixed?
Stencil in Irrlicht is broken. I couldn't use my hand-crafted stencil hull - I had to use a simpler box.
Halifax
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Post by Halifax »

Ah alright. I knew you could probably fix it, but there was a problem with Irrlicht.

Still a great demo none the less. I mean you don't even notice the shadow when you speed through town. :P
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GameDude
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Post by GameDude »

Looks, I'll have to try it out
sio2
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Post by sio2 »

Halifax wrote:Ah alright. I knew you could probably fix it, but there was a problem with Irrlicht.

Still a great demo none the less. I mean you don't even notice the shadow when you speed through town. :P
I can fix it but it's on a long to-do list with other things.

BTW Shadows are off by default but can be enabled within the settings.
andrei25ni
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Post by andrei25ni »

pretty cool.
I like the car handling, and the way it rolls over ! :D

And please add a drift car in your next release lol

cya
dawasw
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Post by dawasw »

Doesn't work on:

Athlon (1 core) 2000+

1 Gb Elixir ddr

GeForce 6600gt 256 mb ddr

Irrspintz.dll <- caused error ...

Any ideas ;) ?
andrei25ni
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Post by andrei25ni »

dawasw wrote:Doesn't work on:

Athlon (1 core) 2000+

1 Gb Elixir ddr

GeForce 6600gt 256 mb ddr

Irrspintz.dll <- caused error ...

Any ideas ;) ?
Same happened to me untill I installed Visual Studio 2005 Redistributable Files.
These can be obtained from http://www.sio2.g0dsoft.com in the "Misc" section of "Downloads" or from the Microsoft web site.
sio2
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Location: UK

Post by sio2 »

dawasw wrote:Doesn't work on:

Athlon (1 core) 2000+

1 Gb Elixir ddr

GeForce 6600gt 256 mb ddr

Irrspintz.dll <- caused error ...

Any ideas ;) ?
99.9999% of people who get the error in irrspintz.dll have not installed the latest DirectX End-User Runtime from microsoft.com/directx.
Halifax
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Location: $9D95

Post by Halifax »

Yeah this demo doesn't work on my:

866 Mhz AMD Sempron Mobile 2600+ with 256K L1 cache, and 512K L2 cache
256 MB RAM
Low-end ATI graphics card

It starts up the console program, and it displays all that data about the rendering and stuff, but then it just crashes with no error reported.
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rogerborg
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Post by rogerborg »

Works a treat for me. Athlon 64 X2, GeForce 7600 GTS, 2K Pro, DX9c. I mean, I got a semi on while playing around with this, and I don't mean a truck.

Three issues:

0. The handbrake doesn't seem to do much.

1. Turning anti-aliasing on produces a very weird effect. It actually looks like I'm seeing backfaces instead of frontfaces. You're not doing something whacked out like reversing triangle winding instead, are you?

2. Dude, the engine note. Dude!
Please upload candidate patches to the tracker.
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sio2
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Post by sio2 »

rogerborg wrote:Works a treat for me. Athlon 64 X2, GeForce 7600 GTS, 2K Pro, DX9c. I mean, I got a semi on while playing around with this, and I don't mean a truck.

Three issues:

0. The handbrake doesn't seem to do much.

1. Turning anti-aliasing on produces a very weird effect. It actually looks like I'm seeing backfaces instead of frontfaces. You're not doing something whacked out like reversing triangle winding instead, are you?

2. Dude, the engine note. Dude!
0. IrrNewt seems to be RWD only, which doesn't help handbrake turns. I altered my vehicle code to apply torque to the front wheels instead of the rear and it looked like IrrNewt was still applying torque to the rear. Bizarre. I need to dig into the IrrNewt code and fix it.

1. I think there's a bug in IrrSpintz with antialiasing; I need to do some investigation. It may be a side-effect of the floating-point render targets. Another item for my to-do list.

2. Dude, I know! It's just a placeholder for now. Actually, I left it like that specifically to annoy you. :mrgreen:

The suspension was tuned for the racetrack, but this meant rebounding and flipping the vehicle when you hit the pavement (sidewalk) at speed. I softened the suspension and it drives better - still not a good idea to mount the pavement at top speed, though. :wink: There's quite a few things I've fixed/enhanced but they're mostly internal stuff that no-one will see.

The motion blur is a bit OTT (or way too little for some people . :wink: ). If it's enabled when the game is run you can toggle it on/off in the settings menu without exiting (as the resources have been allocated). If the card can't do PS2.0 and fp16 then it is not enabled and the game should work without it.
sio2
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Location: UK

Post by sio2 »

Halifax wrote:Yeah this demo doesn't work on my:

866 Mhz AMD Sempron Mobile 2600+ with 256K L1 cache, and 512K L2 cache
256 MB RAM
Low-end ATI graphics card

It starts up the console program, and it displays all that data about the rendering and stuff, but then it just crashes with no error reported.
I specify a DX9 level card in the readme which means VS2.0 and PS2.0. What card is it? "Low-end ATI graphics card" doesn't help me to help you. :wink:

The usual caveats apply: have you installed OpenAL, the latest video drivers *and* the latest DirectX end-user runtime from Microsoft?

BTW It may run on cards with a lower spec than DX9 as I have fallbacks for effects that fail to be created. That's unofficial, though.
white tiger
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Post by white tiger »

The handbrake doesn't seem to do much.
In the my vehicle demo the handbrake stops the car immediately, so the problem should be in his code
I altered my vehicle code to apply torque to the front wheels instead of the rear and it looked like IrrNewt was still applying torque to the rear.
Yeah it's obstinate :shock:

Why the problem can't be in your code? Why you assume it's in IrrNewt? I have altered the vehicle demo some time ago to build 4WD car and it worked great, then switch it back because the demo was for RWD
I need to dig into the IrrNewt code and fix it.
Poor wrapper :cry: :cry:


However you're wrong. IVehicleSimple can build any type of vehicles with any number of wheels and any type of transmissions. It implements the generic Newton functions for vehicles and also a vehicle callback as generic as I could do (the only restriction is in the calculation of the 'balance' of the vehicle, some (rare) vechiles can have a balance a bit different)

ICar is a specialization of IVehicleSimple to build 4-wheeled RWD vehicles easier than use IVehicleSimple directly. I don't know wich class you use, but you shuold use IVechileSimple 'cause ICar is only for RWD vehicles.

but also with ICar you can build FWD or 4WD easly by simply reimplement forward() and backward().

If you are using IVechileSimple yet, the problem should be in your code (because of the tests I've done some time ago and a logical conseguence that addTorque works for ITire (otherwise the car doesn't move in the demo) and front wheels and back wheels are all ITire).

Maybe you should post some of the source code wich setup the car and i can take a look at it

P.S. Why in the credits i'm the ONLY without a link?
Last edited by white tiger on Fri Oct 12, 2007 8:36 am, edited 4 times in total.
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