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

Post by Oziriz »

I was keeping a small pause from programming and all, attempting to have a real life a little now and then. :wink: And about the tutorial, heh, it's still where I left it after I made the template, but some day I'm gonna be working on it :roll:. About the frame capping code, it's simple as can be but here it is:

Code: Select all

if(GetTickCount() - fpslimiter >= 15){
    fpslimiter = GetTickCount();
    DoWhatever
}

And that's it. The camera, well, it's slightly more complicated yet simple too, here's the code of it:

Code: Select all

camera->setPosition(vector3df(TargetPos.X -400*cos(-camPos.X/203.72), TargetPos.Y +200*tan(camPos.Y/203.72), TargetPos.Z -400*sin(-camPos.X/203.72)));
camera->setTarget(TargetPos);
The distance of the camera is hardcoded, and if you don't understand what values do what, play around with it a bit and you'll get it fast.

I'm working on Beta 2 at the moment and I hope to release it today or tomorrow with some new graphical features and now it's day rather than night. :)
Oziriz
Posts: 22
Joined: Wed Oct 12, 2005 6:44 pm

Post by Oziriz »

Well, finally final beta 2 is here... It's got 2 "missions" for now, just to have some sort of game play. To change missions you have to edit the "mission 0;" line in config.cfg, and post your best times! Especially if you beat the hard time (1:50), because I haven't beaten it yet. :P Can't be bothered writing more, just check it out at:


http://rapidshare.de/files/12262622/Mys ... l.exe.html (3289 kB hope everyone can use RapidShare :?)

Oh yeah, one more thing, the readme's got a tutorial on how to mod the game, read it and if you make some nice map mods or new stuff for the map, lemme know and I might add it to the game permanently. Enjoy! :D
Last edited by Oziriz on Tue Jan 31, 2006 9:48 pm, edited 2 times in total.
Eternl Knight
Posts: 313
Joined: Tue Nov 01, 2005 5:01 am

Post by Eternl Knight »

Crashes the instant I press "New Game"... which is a shame.

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

Post by Oziriz »

Hmm, I'll have a look into that immediately!

EDIT:
OK, I seemed to have forgotten to zip some models. :roll: Link updated now!

Thanks for notifying me before I went to bed. :P
jclins
Posts: 86
Joined: Thu Jan 01, 2004 10:29 pm
Location: Texas, USA

Post by jclins »

Oziriz -- great release! I would recommend you put all your resources into a single file like media.zip. This will improve the overall performance of loading assets. Take a look at how irrWizard does it for an example.

I like the in-car camera view. Most commerical racers have a nice dash with pretty and realistic, functional displays. But in your vehicle, it's the inside of the car model! :) I think it's fantastically simple.
Oziriz
Posts: 22
Joined: Wed Oct 12, 2005 6:44 pm

Post by Oziriz »

Haha! Yeah, even the same texture. :P About the media zip file, it's a nice idea I'll have a look into it, thanks. I'm gonna be playing around with various things (shaders, more cars etc) now so I have no idea at all as to when Beta 3 will be released. :)
Oziriz
Posts: 22
Joined: Wed Oct 12, 2005 6:44 pm

Post by Oziriz »

Well, I want to post a small update for beta 2, because I have no idea at all when I'll be ready with beta 3, may be very long. Here's an update, it basically fixes the floating car and then it also uses a convex hull for the car. (Thanks to Delphi for pointing the bugs out)

http://rapidshare.de/files/12267452/Update.exe.html (182 kB)
Download this only if you already have Final Beta 2 installed, if not just download final beta 2, the links are updated!
Alaculine

Post by Alaculine »

VERY GOOD WORK!!!! plz you must write a tutorial with source code for wiki irrlicht . How do you do the physics of vehicle?? It is very good!!!
Oziriz
Posts: 22
Joined: Wed Oct 12, 2005 6:44 pm

Post by Oziriz »

Thanks, and I will write a tutorial on it... In fact, I started a while ago and it's still where I left it but I'll revive it some day. :D The tutorial is only on implementing Newton with Irrlicht though, but Nick Japan has written a tutorial on implementing the Newton vehicle joint with Irrlicht, and sometimes if I can be bothered to I'll write a tutorial on it too. :)
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