Would you try racing game demo?

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Tyn
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Location: England
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Post by Tyn »

Peter Müller wrote:
Tyn wrote:lol! I thought it was a feature.
It's not a bug, it's a feature.
Seeing as it is fixed in the latest version, I think it can be said it was a bug :) This quote also makes me think it may be a bug :D
I don't know where the camera shaking comes, it was not with my own physics system and came with ODE. But it should not be hard to smooth, or maybe ODE has some settings that help.
Guest

Post by Guest »

Played it. Really nice car feeling!
jox
Bug Slayer
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Joined: Thu Apr 22, 2004 6:55 pm
Location: Germany

Re: Would you try racing game demo?

Post by jox »

Very nice! Framerate gets kind of low sometimes though (<15) on AMD 2000+, 1GB RAM, ATI Radeon 9800 PRO. Maximum framerate is 50-60, average 20-30.
StefanB wrote: ps. I How do I create directional light?
R00mpel once posted an implementation of directional and spot lights for DX8/9:

http://irrlicht.sourceforge.net/phpBB2/ ... hp?p=12158
Guest

Re: Would you try racing game demo?

Post by Guest »

jox wrote:Very nice! Framerate gets kind of low sometimes though (<15) on AMD 2000+, 1GB RAM, ATI Radeon 9800 PRO. Maximum framerate is 50-60, average 20-30.
Argh. I have AMD Athlon 1GHz and NVIDIA GeForce2 MX 400 with average fps about 60. Weird :?

Irrlicht is actually copying vertex & index data from system memory to hw buffer every frame? It is not actually very good, I think that with this kind of geometry track I should use static hw-buffers to store mesh data.. could boost much!! But I can always almost double fps making track half smooth..

One thing: I generate track so that it consists of meshes about 10m length t maximum. Does scenemanager automatically organize these meshes in tree structure so that invisible meshes are quicky ignored? Or Do I have to manually make the hierarchy?

Damn, I have not seen any perfect 3d engine. Orgre is way too big and complicated, Irrlicht gets slow with much mesh data copying (correct me if I am wrong).. and too much work to make own graphics library
Guest

Post by Guest »

Anonymous wrote:Played it. Really nice car feeling!
:D Maybe a little soft though.
I use the Pacejka "magic" formula for tyre grip modelling :)

Thanks for all testing, it has been good help and motivator :D
StefanB

Post by StefanB »

It was me :shock:
StefanB

Post by StefanB »

I made a test, changed my game to use directly OpenGL (with glfw) and I get now 20 fps more and I use only vertex arrays (glVertexPointer & co). And no culling of invisible parts yet. Can't wait the fps with VBO and culling :wink:
Guest

Post by Guest »

Some progress:

FPS with Irrlicht is 60
FPS with Opengl VA is 90
FPS with Opengl VBO is 120 8)

And yet no invisible parts removal so I'll stick with OpenGL only :roll:
l0calh05t
Posts: 68
Joined: Wed Apr 07, 2004 7:08 pm

Post by l0calh05t »

wierd why does everyone get such low framerates I get 560 fps
Raw data for raw nerves

My main PC: Athlon XP 2800+, 512MB RAM, ATI Radeon 9700 Pro 128MB, Win2k SP4
My secondary PC: Pentium III 500 Mhz, 256MB RAM, TNT2 64, Gentoo Linux
hansmbakker
Posts: 41
Joined: Mon Feb 16, 2004 7:37 pm

Post by hansmbakker »

Can you release (parts of) the source or e-mail them to hansmbakker@hotmail.com? I'm trying to make a boat game but my ODE programming is bad and I would like to see some examples.

Your game is nice, but maybe the camera should be behind the car.

Thanks, Hans Bakker
SB

Post by SB »

l0calh05t wrote:wierd why does everyone get such low framerates I get 560 fps
Maybe you have super fast computer ATI with good VBO performance :lol:

I have made a little update again. Look how nice true type fonts. I read them and create alpha texture, the look very smooth and I can have any size 8) Good idea to Irrlich :wink:
l0calh05t
Posts: 68
Joined: Wed Apr 07, 2004 7:08 pm

Post by l0calh05t »

SB wrote:
l0calh05t wrote:wierd why does everyone get such low framerates I get 560 fps
Maybe you have super fast computer ATI with good VBO performance :lol:

I have made a little update again. Look how nice true type fonts. I read them and create alpha texture, the look very smooth and I can have any size 8) Good idea to Irrlich :wink:
possible. 8)

I would also like to see the source if possible my email is l0calh05t@gmx.net
Raw data for raw nerves

My main PC: Athlon XP 2800+, 512MB RAM, ATI Radeon 9700 Pro 128MB, Win2k SP4
My secondary PC: Pentium III 500 Mhz, 256MB RAM, TNT2 64, Gentoo Linux
Armen138
Posts: 298
Joined: Mon Feb 23, 2004 3:38 am

Post by Armen138 »

could you include the sourcecode so linux users might try to compile it?
if you're looking for me, start looking on irc, i'm probably there.
StefanB

Post by StefanB »

Ok, I'll share the sources with you. There's few things I am working and I'll finish them first. Maybe later today..

Yes, it should compile well in Linux because I use only portable libraries :)
afecelis
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Post by afecelis »

very nice demo!

It ran ok. Strange point of view for the camera though (I mean for this kind of game), but performance was ok, steering was ok (a bit more of faster response would make it cooler), 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.

oh, and great ode integration. Congrats!
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