Project Mystery [Final Beta 2]

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Do you think the car physics are better in this release than in previous?

Yes
4
67%
No
0
No votes
Don't know
2
33%
 
Total votes: 6

Oziriz
Posts: 22
Joined: Wed Oct 12, 2005 6:44 pm

Project Mystery [Final Beta 2]

Post by Oziriz »

Check last post for further information, but here's the link if you just wanna download the final beta 2:

http://rapidshare.de/files/12262622/Mys ... l.exe.html (3289 kB)

EDIT:
Game updated with very minor fixes. Remember to read Readme on how to modify game! If you already have Final Beta 2 you can download an update here:
http://rapidshare.de/files/12267452/Update.exe.html (182 kB)
Last edited by Oziriz on Tue Jan 31, 2006 10:15 pm, edited 5 times in total.
Dood

Post by Dood »

Very nice demo !
Any chance to give some hints, about the car settings ?
Oziriz
Posts: 22
Joined: Wed Oct 12, 2005 6:44 pm

Post by Oziriz »

Sure man, if you ask me I can give you whatever info you need! However, the game won't be open source for two reasons: The code is ugly, it's my first bigger project, and, I suck at commenting.

EDIT: Posted tire setup on Newton forums:
http://newtondynamics.com/forum/viewtopic.php?t=2008
krama757
Posts: 451
Joined: Sun Nov 06, 2005 12:07 am

Post by krama757 »

Wow that is a very nice demo! Your implementation of skidding and bounciness is awesome :)
Guest

Post by Guest »

good job!

It would be great if you can provide a template or framework for your newton+irrlicht implementation.
coolsummer
Posts: 24
Joined: Fri Nov 04, 2005 1:44 pm
Location: Grafenwoehr, Germany

Post by coolsummer »

hi,

great demo Oziriz.


Anonymous wrote:
It would be great if you can provide a template or framework for your newton+irrlicht implementation.

would really be nice


Andi
Oziriz
Posts: 22
Joined: Wed Oct 12, 2005 6:44 pm

Post by Oziriz »

Well, I'm about to write a tutorial on it today (The current Irr+Newton tutorial is maybe a bit confusing), if I have time and I guess I could provide some sort of template with it... I'll host a Dev-C++ Template file somewhere too if I write one.
Maize
Posts: 163
Joined: Sat Oct 29, 2005 12:12 am
Location: In a cave...
Contact:

Post by Maize »

Thank you so much man.
dawasw
Posts: 357
Joined: Tue Aug 10, 2004 4:39 pm
Location: Poland

Post by dawasw »

It is awesome.
Good feeling of steering.
Keep it up !
Oziriz
Posts: 22
Joined: Wed Oct 12, 2005 6:44 pm

Post by Oziriz »

I have a template done already, but I'm still working on the tutorial... I have uploaded the Dev-C++ template with Newton here(link, 6kB). The file is packed using WinRAR.

Installing:
Extract the contents into your Dev-C++ folder (Default: C:\Dev-Cpp\Templates). Take the dvector.h header file and put it under the includes directory of Dev-C++, also make sure you have Newton.lib and libIrrlicht.a in the lib folder of Dev-C++. After this all you should have to do is compile and run :D Make sure you have installed the Newton SDK though, and that you have copied it's header file (Newton.h) to the include folder of Dev-C++, or pointed Dev-C++ to the directory where Newton header file is.

Using the template:
Close all open Dev-C++ processes, and start up Dev-C++ again, after this just go to:
(Menu)File --> New --> Project, there's a new category called "Irrlicht", click it, and under there should be the template, choose it and give it some name. Now you're gonna save the project, the template will automatically find the libraries if you save the project in some folder in the Dev-C++ directory, for example: "C:\Dev-Cpp\IrrNewtonTest\" providing you have the both libs under the Dev-C++ lib folder. If you saved it so it finds them automatically, you're good to go, if not you'll have to go to Project Options, under Parameters and click the "Add Library or Object" button and go browse for the libraries. Now you're ready to compile and run, remember to put both the Newton and Irrlicht DLL in your project folder and/or system directory.

For VC++ users, or people who just want the source and don't want to install any template:
I included the main.cpp file as is.

That's all, hope I didn't miss anything, trying to make it as easy as possible to understand. :P Have fun using and abusing it!
Midnight
Posts: 1772
Joined: Fri Jul 02, 2004 2:37 pm
Location: Wonderland

Post by Midnight »

so close and yet so far.

nice work.
Oziriz
Posts: 22
Joined: Wed Oct 12, 2005 6:44 pm

Post by Oziriz »

Update released, check first post! :P Same keys as last time, except space is now brake too! Oh, and something I totally forgot saying there's a first person camera now too, just use the F1 key to change views... And the gears are messed up. :D
Oziriz
Posts: 22
Joined: Wed Oct 12, 2005 6:44 pm

Post by Oziriz »

I'm gonna rerelease Beta 2 soon, with a bigger map and so. I'm making the map myself, until I can find a mapper atleast, so it's taking some time getting the stuff ready. I'm also gonna try and fix some other things, and rewrite/fill up the Readme.txt file with more information on modding. And I just remembered the damn Newton tutorial I left unfinished.

Happy New Year! :)
Guest

Post by Guest »

Beta 2?

<bump>

TUTORIAL!! :shock:

<bump>


Great work.

;)
Guest

Post by Guest »

Hey Oziris - care to share how you got your movement/cameras/frames so smooth?

I have seen many demos that are have the "irrlicht jerkiness" to them - yours is locked at 50fps it seems (nothing strange there) but its really smooth and doesn't jitter or pause even with background tasks chugging away.

Are you doing anything special with your main render loop?

Also could you share your frame capping code (if that's what you are doing) as it appears to be working well with irrlicht where others haven't.

If I could get that smoothness in my rough code it would improve it no end.

cheers
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