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Posted: Wed Jan 25, 2006 3:38 pm
by Oziriz
I was keeping a small pause from programming and all, attempting to have a real life a little now and then.

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

. 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.

Posted: Fri Jan 27, 2006 1:49 am
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.

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!

Posted: Fri Jan 27, 2006 2:06 am
by Eternl Knight
Crashes the instant I press "New Game"... which is a shame.
--EK
Posted: Fri Jan 27, 2006 2:20 am
by Oziriz
Hmm, I'll have a look into that immediately!
EDIT:
OK, I seemed to have forgotten to zip some models.

Link updated now!
Thanks for notifying me before I went to bed.

Posted: Fri Jan 27, 2006 4:33 am
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.
Posted: Fri Jan 27, 2006 10:26 am
by Oziriz
Haha! Yeah, even the same texture.

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.

Posted: Tue Jan 31, 2006 9:49 pm
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!
Posted: Tue Jan 31, 2006 11:49 pm
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!!!
Posted: Wed Feb 01, 2006 12:22 am
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.

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.
