Stunt Challenge Demo

Announce new projects or updates of Irrlicht Engine related tools, games, and applications.
Also check the Wiki
Soy1Bonus
Posts: 31
Joined: Mon Jun 21, 2004 8:41 am
Location: Spain (Cantabria)
Contact:

Stunt Challenge Demo

Post by Soy1Bonus »

Hi!

I've been working on a demo of my little racing game. It uses IrrlichtNX as the graphic engine and True Axis as the physic engine.

http://gamelab.uniovi.es/stuntchallenge ... c_demo.exe

It's my first demo so it's a bit basic.

Hope you like it!

P.D.: It'll be nice to know the FPS on your computer. The FPS are shown on the lower-right corner of your screen. Also, your system specs will come handy :D
Ronin
Posts: 116
Joined: Wed Mar 03, 2004 6:23 pm
Location: Germany

Post by Ronin »

Hi,

your demo is great. Makes fun to jump around with that car. No bugs or anything to critize. Keep it up!

Had about 350 fps on Athlon 1600+, 512 MB RAM, GeForce 4 TI 4200...
YASS - Yet Another Space Shooter - www.yass-engine.de
Fraza
Posts: 113
Joined: Sat Feb 26, 2005 11:28 am
Location: Leeds

Post by Fraza »

Most excellent :)

Keep up the good work, that's coming along very nicely. I just spent half an hour playing it :). This is exactly the kind of game I love to play, excellent job.
p-Logic
Posts: 3
Joined: Thu May 05, 2005 10:36 am

Post by p-Logic »

That is an amazing Game!

BUT:
I found some "bugs" :oops:

1. Maybe you should think of some better textures... The current ones lets the Game seem unprofessional.

2. The Camera is stuk on the car, maybe you should do somthing like this (just a though)

Code: Select all

sX  = x-position where Camera should be;
sY  = y-position where Camera should be;
sZ  = z-position where Camera should be;

X = real x-pos of the cam;
same with y and z

If (X < sX) {
  vX = vX + 1; Increase Speed (v) of the Camera
}
If (X > sX) {
  vX = vX - 1; Decrease Speed (v) of the Camera
}
same with y and z

X = X + vX/100;
same with y and z
This should make the camera move a bit to each side and youll be able to view the car from different angels.

If it should move too fast or too slow just change the 100 in this line:
X = X + vX/100;

Maybe youll find some time to test it, would be cool.


3. The car is not heavy enough! It is flying all over the map!
But ... Thats not a bug, cos its real fun :D

Ah, and my FPS: 45 (widerange view) up to 58/63
At game start: 80!!!
HP-Laptop, AMD Athlon XP mobile 2400+, ATI-Raedeon IGP 320M
(with WinAMP, Gaim and erverything running)

Hope the game will improve, even when it is fun playing now, too
Testur

Post by Testur »

Who needs roads, I was driving on the walls. :)
afecelis
Admin
Posts: 3075
Joined: Sun Feb 22, 2004 10:44 pm
Location: Colombia
Contact:

Post by afecelis »

nice work Soy!

It's great to see ppl are doing this sort of stuff with the engine (Irr-IrrNX).

The artwork is something that can be fixed; you got the most important part solved: a good idea put into programming terms that works as you expected it to.


kudos!!! :D
Soy1Bonus
Posts: 31
Joined: Mon Jun 21, 2004 8:41 am
Location: Spain (Cantabria)
Contact:

Post by Soy1Bonus »

This is the first release, so there are A LOT of things to be fixed :P .

- Tthe car will have more weight.
- You can drive with one wheel on a wall, we'll try to fix it for the next release.
- The textures are hand painted (except the skybox). We'll use photographs.
- We are also working on a smooth camera. I've used a proportional controler and a spring system. None worked, the camera movement is jerky. But we're working on it.

Now, I'm currently working on a track loader.
Thanks to everyone here!
p-Logic
Posts: 3
Joined: Thu May 05, 2005 10:36 am

Post by p-Logic »

Soy1Bonus wrote: - You can drive with one wheel on a wall, we'll try to fix it for the next release.
Why? That is something not even Need4Speed-U has and its really a cool feature!
I was stuck in game several times cos the car laid upsidedown n I were unable to move! THAT has to be fixed, not the cars weight or the "wallstreet" :wink:

Thank You and your team for making such a great game!
Soy1Bonus
Posts: 31
Joined: Mon Jun 21, 2004 8:41 am
Location: Spain (Cantabria)
Contact:

Post by Soy1Bonus »

Well, yes I also like to drive against the wall :D.

Of course we'll try to do a 'recover' button before fixing that.
Joe_Oliveri
Posts: 448
Joined: Tue Oct 05, 2004 3:24 am
Location: Boston, MA

Post by Joe_Oliveri »

Very nice demo it is very fun to jump the hills :) Good Job!

I also gave it a run on my Low Specs testing computer which is only a 800mhz and it ran at about 40-60 fps 8) But ran smooth!
Irrlicht Moderator || Game Designer
Learn the basics at </dream.in.code>
mohaps
Posts: 248
Joined: Tue Jun 08, 2004 1:54 pm
Location: Shrewsbury MA
Contact:

Post by mohaps »

very nice game...

suggestion :

a) try to take a look at the newton playground demo.. for newton physics engine...
---
Saurav Mohapatra
author, artist and bona fide geek

web: http://www.mohaps.com
email: mohaps AT gmail DOT com
Soy1Bonus
Posts: 31
Joined: Mon Jun 21, 2004 8:41 am
Location: Spain (Cantabria)
Contact:

Post by Soy1Bonus »

I've been playing with the newton playground demo a lot, but my partner, who is doing the physics, prefers TrueAxis.

Remember, this is our first game/demo EVER, so we still have to learn a lot. I just want a simple game that can run in my machine (so I've got the minimum specs :D )

We started with Newton but we thought it was too hard for beginners. Maybe we'll use it in our next game, because it look more reliable than TrueAxis.
FBMachine
Posts: 7
Joined: Tue May 03, 2005 8:38 pm

Post by FBMachine »

Soy1Bonus wrote:Maybe we'll use it in our next game, because it look more reliable than TrueAxis.
I've come to the opposite conclusion... In the Newton crane demo, I can't count the number of times I've knocked several legs out from underneath a stack and the stack stayed floating in the air, and other such horrible bugs... Newton's frame rate also chokes when there are several objects ( not resting ) touching eachother, which True Axis is really good at. NovodeX and True Axis seem like the better free physics api's to me, though both share the limitation of being free for non-commercial use only.
Daniel
cassini
Posts: 68
Joined: Thu May 12, 2005 2:40 pm

Post by cassini »

I use Newton and I do not remember seen floating objects with Newton, You are probably seen a frozen body that is very close to the stack but that is not touching any of them to avoid that all you need to have is a good object placement tool in your editor. This one in the ogre stunt play ground.
http://walaber.com/sp.htm

Anyway very nice job: I wish the arena was larger but al in all very good.
FBMachine
Posts: 7
Joined: Tue May 03, 2005 8:38 pm

Post by FBMachine »

This is the type of thing I see all the time in Newton -
http://img211.echo.cx/img211/9333/newtonwonky8vz.jpg

Looks like an optimization that's gone awry.
Post Reply