Fatality racer game [Help Wanted]

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mmortall
Posts: 23
Joined: Tue May 11, 2010 6:36 am
Location: Kharkiv
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Fatality racer game [Help Wanted]

Post by mmortall »

Fatality racer game is "Quake 3 on the wheels".

It is some king of remake Rock N' Roll Racing game.
We use Irrlicht Engine 1.7.2 as 3D engine with some modification and improvements.

My name is Sergey. I am project lead programmer.

Who we are
We are Energy Shadow Team. 4 people - two programmers, one game designer, one sound compositor
We are working peoples and game programming is our hobby.
We have no many time for out hobby so this project is not speed project.

Graphic features
Real-time smooth shadows
Real-time environment map
Bloom
Bump-mapping, PP Lighting

Help Wanted
We need 2D artist for sketches, textures, Game UI
We need 3D artist for modeling game staffs.

Game video
http://www.youtube.com/watch?v=9JZP1aa3kGg

Screenshots
Image
Image
Image
Image
Image

Game video
http://www.youtube.com/watch?v=9JZP1aa3kGg

Sorry for my English. If you see some errors please write about it. Thanks!

We would welcome any help. (We will be happy for any help. )
Last edited by mmortall on Wed Jun 22, 2011 9:43 am, edited 2 times in total.
kazymjir
Posts: 727
Joined: Sat Feb 20, 2010 4:05 pm
Location: Munich, Bayern

Post by kazymjir »

Nice, i like it :)

I recommend to view a video, the game looks much better on the vid than on screenshots
Radikalizm
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Joined: Tue Jan 09, 2007 7:03 pm
Location: Leuven, Belgium

Post by Radikalizm »

Agreed, the video looks way better than the screenshots, nice job

You should work on your shadows somewhat though, they look really twitchy right now
Also, the cars seem to be 'hovering' over the road rather than actually driving on the road, it looks like there's almost no friction on the wheels which makes it possible to kind of slide sideways while turning (I'm an engineering student, so I can get really bitchy about those subjects :D my apologies)
mmortall
Posts: 23
Joined: Tue May 11, 2010 6:36 am
Location: Kharkiv
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Post by mmortall »

Thanks!

I added video at the bottom of my first post. But this is not gameplay video.
We have no gameplay yet(( And car physic is not so good.
Also, the cars seem to be 'hovering' over the road rather than actually driving on the road
We using PhysX as physic engine and physically wheels and other objects is on ground surface.
Are you have any idea how to graphically show that car is on ground, no 'hovering'?
Mel
Competition winner
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Joined: Wed May 07, 2008 11:40 am
Location: Granada, Spain

Post by Mel »

Looks awesome. How have you done the cube mapping?
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
fmx

Post by fmx »

Physics look rusty, it seemed to take ages for the car to slow down in the video (I am sure you were reversing/braking?).

Seems to be more of a techdemo for now, but it has potential

I can think of a handful of ways you can try reduce the 'hovering':
a) offset the vehicle model on Y axis so the wheels cut into the ground a tiny fraction
b) tweak the physics so its more realistic behaviour
c) improve the quality of all models (vehicle and environment)
d) add ambient occlusion

in short, the problem will most likely rectify itself as you develop the game :wink:
mmortall
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Joined: Tue May 11, 2010 6:36 am
Location: Kharkiv
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Post by mmortall »

Mel wrote:Looks awesome. How have you done the cube mapping?
Thanks. It was so long time ago. I found issue in the internet.
I create image with six little sub-images from six cameras around the car.
After this in shader I read this texture (convert reflection vector to UV texture coord)
mmortall
Posts: 23
Joined: Tue May 11, 2010 6:36 am
Location: Kharkiv
Contact:

Post by mmortall »

fmx wrote:Physics look rusty, it seemed to take ages for the car to slow down in the video (I am sure you were reversing/braking?).
Physics is poor now. Out second programmer is physic specialist but he have no time now.
fmx wrote: a) offset the vehicle model on Y axis so the wheels cut into the ground a tiny fraction
b) tweak the physics so its more realistic behaviour
c) improve the quality of all models (vehicle and environment)
d) add ambient occlusion
a) good idea, thanks
b) we working about this
c) it is impossible((. We have fps limitation now. Also camera will be in top of map like in video, so models not needed mach details. We need improve textures qualities.
d) it is real-time method?
omaremad
Competition winner
Posts: 1027
Joined: Fri Jul 15, 2005 11:30 pm
Location: Cairo,Egypt

Post by omaremad »

I like how well the shadow mapping works, welldone
"Irrlicht is obese"

If you want modern rendering techniques learn how to make them or go to the engine next door =p
Kalango
Posts: 157
Joined: Thu Apr 26, 2007 12:46 am

Post by Kalango »

If your graphics looked as well polished as the first screen it would look pretty good. So far it look like other Irrlicht games. But its cool!
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