Strange point of view for the camera though (I mean for this kind of game)
Yes the camera was just left there. I wanted to see how suspension works from the side. It is easy to add cameras, but my game concept is not so pregressed that I'd like to add cameras. I centered it behind car now
steering was ok (a bit more of faster response would make it cooler),
It is a little soft. It is just the pacejka parameters, but I don't have Mathcad installed no so it is hard to guess the parameters.
Graphics look good. As they already told you, now it's the time to enhance the arts part of the game, improve the landscaping, etc.
It is hard to make art when you are not artist I would rather make a great game that will bring good races (mutliplayer) even if graphics is not so candy. Of course it is nice to hear if people say "ooh ooh, that looks awesome" but I like more racing, just like in Grand Prix Legends Any way, I will add some trackside graphics, trees, fences, forest, pits, and like that.. everything in time
http://users.utu.fi/stkibr/RacingGame/
- True type font loading is on source/Graphics/TTFont.cpp.
- If you are interested in how to use ODE, files source/Game/GameWorld.cpp and source/Game/RaceCar.cpp. The RaceCar is really mixed. Note that I don't use ODE collision detection yet at all.
- VBO/VA mesh is in source/Graphics/Mesh.cpp + .../Graphics.hpp
- source/Image has Image class that loads jpeg, png and tga files. The tga loader is from glfw.
I put this under zlib licence.. I don't want to prevent anyone learning from this, so use it if you find it helpful. I just want some protection so zlib licence looked good.
Hope it gets works under Linux too. It should because I use C++ BuilderX with gcc toolset. However I cannot test it because XP removed LILO and I cant boot to Linux
Have fun
Would you try racing game demo?
compiling in linux
im trying to compile it in linux, but the glfw library returns a bunch of linker errors... probably something i did wrong
/usr/local/lib/libglfw.a(x11_fullscreen.o)(.text+0x1a1): In function `_glfwSetVideoModeMODE':
: undefined reference to `XF86VidModeLockModeSwitch'
ima look for a way to fix it
/usr/local/lib/libglfw.a(x11_fullscreen.o)(.text+0x1a1): In function `_glfwSetVideoModeMODE':
: undefined reference to `XF86VidModeLockModeSwitch'
ima look for a way to fix it
if you're looking for me, start looking on irc, i'm probably there.
Re: compiling in linux
I found very old Makefile, You need some of these linking parmatersa:
LIBS = -lfreetype -ljpeg -lpng10 -lglfw -lGLU -lGL -lz -lopenal -L/usr/X11R6/lib -L../lib/x11 -lX11 -lXxf86vm -lpthread -lm
I think these should give the required references to what glfw needs: -L/usr/X11R6/lib -L../lib/x11 -lX11 -lXxf86vm
LIBS = -lfreetype -ljpeg -lpng10 -lglfw -lGLU -lGL -lz -lopenal -L/usr/X11R6/lib -L../lib/x11 -lX11 -lXxf86vm -lpthread -lm
I think these should give the required references to what glfw needs: -L/usr/X11R6/lib -L../lib/x11 -lX11 -lXxf86vm
linux Makefile
the makefile i used to compile it in linux:
place it in the source folder and type make!
Code: Select all
CPP = g++
OPTIMIZE = -O3
INCLUDE = -I"/usr/X11R6/include" -I"./" -I"/usr/local/include" -I"/usr/local/include/freetype2"
OPTS = -I"/usr/X11R6/include" -L"/usr/X11R6/lib" -lglfw -lGLU -lGL -lXxf86vm -lXext -lX11 -lz -ljpeg -lglut -lode -lGLee -lenet -lfreetype -lpng -lpthread -lm
all:
$(CPP) -c ./Game/DashBoard.cpp -o DashBoard.o $(OPTIMIZE) $(INCLUDE)
$(CPP) -c ./Game/GameWorld.cpp -o GameWorld.o $(OPTIMIZE) $(INCLUDE)
$(CPP) -c ./Game/RaceCar.cpp -o RaceCar.o $(OPTIMIZE) $(INCLUDE)
$(CPP) -c ./Game/RaceTrack.cpp -o RaceTrack.o $(OPTIMIZE) $(INCLUDE)
$(CPP) -c ./Game/TextFileParser.cpp -o TextFileParser.o $(OPTIMIZE) $(INCLUDE)
$(CPP) -c ./Game/Timing.cpp -o Timing.o $(OPTIMIZE) $(INCLUDE)
$(CPP) -c ./smart_assert/smart_assert.cpp -o smart_assert.o $(OPTIMIZE) $(INCLUDE)
$(CPP) -c ./math/frustum.cpp -o frustum.o $(OPTIMIZE) $(INCLUDE)
$(CPP) -c ./math/matrix3.cpp -o matrix3.o $(OPTIMIZE) $(INCLUDE)
$(CPP) -c ./math/matrix4.cpp -o matrix4.o $(OPTIMIZE) $(INCLUDE)
$(CPP) -c ./math/plane.cpp -o plane.o $(OPTIMIZE) $(INCLUDE)
$(CPP) -c ./math/quat.cpp -o quat.o $(OPTIMIZE) $(INCLUDE)
$(CPP) -c ./math/vector2.cpp -o vector2.o $(OPTIMIZE) $(INCLUDE)
$(CPP) -c ./math/vector3.cpp -o vector3.o $(OPTIMIZE) $(INCLUDE)
$(CPP) -c ./string/astring.cpp -o astring.o $(OPTIMIZE) $(INCLUDE)
$(CPP) -c ./Graphics/Graphics.cpp -o Graphics.o $(OPTIMIZE) $(INCLUDE)
$(CPP) -c ./Graphics/Mesh.cpp -o mesh.o $(OPTIMIZE) $(INCLUDE)
$(CPP) -c ./Graphics/TTFont.cpp -o ttfont.o $(OPTIMIZE) $(INCLUDE)
$(CPP) -c ./Graphics/Texture.cpp -o texture.o $(OPTIMIZE) $(INCLUDE)
$(CPP) -c ./Image/Image.cpp -o image.o $(OPTIMIZE) $(INCLUDE)
$(CPP) -c ./Image/tga.c -o tga.o $(OPTIMIZE) $(INCLUDE)
$(CPP) ./Game/main.cpp *.o -o ../RaceGame $(OPTIMIZE) $(INCLUDE) $(OPTS)
clean:
rm temp
rm *.o
remake:
$(CPP) ./Game/main.cpp *.o -o ../RaceGame $(OPTIMIZE) $(INCLUDE) $(OPTS)
if you're looking for me, start looking on irc, i'm probably there.
I put the Makefile to downloads.
Luckily I found Explore2fs and could save all my work. Maybe I could try Linux LiveCD distro and run lilo from there? I have also thought Gentoo would be nice to install But I have been lazy because XP works now well
I am glad to hear it worked in Linux too
After I compiled new kernel (2.6... iirc) it couldn't fit to a floppy anymoreArmen138 wrote:btw, why dont you boot from a linux disk and reinstall
lilo?
Luckily I found Explore2fs and could save all my work. Maybe I could try Linux LiveCD distro and run lilo from there? I have also thought Gentoo would be nice to install But I have been lazy because XP works now well
I am glad to hear it worked in Linux too