Author Topic: Racing game (revived)  (Read 11949 times)

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Offline DJ Omnimaga

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Re: [contest] Racing game
« Reply #30 on: July 02, 2012, 01:16:19 am »
Yeah I wasn't sure if he was officially switching to a sprite, since the most recent gif still showed a 3D car. I brought it back up in case.
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Offline Hayleia

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Re: [contest] Racing game
« Reply #31 on: July 02, 2012, 01:58:41 am »
Yeah I wasn't sure if he was officially switching to a sprite, since the most recent gif still showed a 3D car. I brought it back up in case.
I think that he first works on the hardest parts of his game (making the 3D engine work perfectly) before working on easy parts (make the player a sprite). This would be why the player is still a cube :)
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Offline ben_g

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Re: [(probably not for the) contest] Racing game
« Reply #32 on: July 07, 2012, 04:01:04 pm »
new screenshot showing the bad and glitchy AI:


It isn't finished yet, and I probably won't be able to even create an enjoyable demo in such a short time. What this means is that I probably am not going to participate in the contest, and when I'm sure of that, I'll make this project open-source, but will still continue working on it.

I just didn't have enough time with the exams in june, and my work in july. Too bad, because I really wanted to know how my programming skills compare to the rest here on omnimaga, and more importantely, if I could do better than last place.
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

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Offline ben_g

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Racing game
« Reply #33 on: July 07, 2012, 07:23:53 pm »
I made my desision: I won't be participating in the contest.

Here's the source code and executable, enjoy.
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

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Offline linuxgeek96

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Re: Racing game
« Reply #34 on: July 07, 2012, 07:25:46 pm »
sorry to hear that. Hope you keep developing it tho, it seems really good!

Offline ben_g

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Re: Racing game
« Reply #35 on: July 07, 2012, 07:28:06 pm »
I will keep working on it, but progress will be a bit slower because I'll also work on my java game again.
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

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Offline linuxgeek96

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Re: Racing game
« Reply #36 on: July 07, 2012, 07:46:07 pm »
cool java game. Did you do your own engine and/or textures?

Offline ben_g

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Re: Racing game
« Reply #37 on: July 07, 2012, 07:48:29 pm »
I did make the textures myself, but I downloaded the engine (it's jMonkeyEngine).
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

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Offline thepenguin77

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Re: Racing game
« Reply #38 on: July 07, 2012, 11:46:41 pm »
I don't know whether you're aware or not, but bcall(_dispHL) is really slow. If you want to see some numbers for debugging, you should definitely write your own routine to display the numbers (bcall(_putS) is OK in this situation, but eliminating that would be even better)
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Offline ben_g

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Re: Racing game
« Reply #39 on: July 08, 2012, 11:04:32 am »
For displaying stuff in the final version (like laps, position etc), I will write my own routine, and probably use sprites for it instaed of the standard numbers. However for debugging purposes, I did it the easy way. And with dispHL, I also know for sure that it's working. But it does cause a noticable slowdown.
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

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Offline Builderboy

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Re: Racing game
« Reply #40 on: July 08, 2012, 03:31:01 pm »
Yeah i don't think there is any issue with using dispHL simply for debugging ^^ Also I'm glad this is still being worked on even if it didn't ake the contest entry :D

Offline ben_g

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Re: 3D racing game (revived)
« Reply #41 on: January 16, 2014, 03:46:12 pm »
I know this is a necropost, but I just wanted to let you guys know that I'm working on this again.
It's a complete recode, and now it uses axe and GLib, instead of assembly and my own engine. Because of this reason, it is now again in a very early stage, but I'll give you guys a screenshot anyway:

As you see in the screenshot, I've let out the diagonal lines and used simpeler, clearer models. And I think it actually looks better that way. And the models are smaller and faster this way too.

There is still a lot of work to do, but the speed is good (20fps at 6MHz, the previous version ran at 18fps at 15MHz in it's final stage), which should enable me to put some more stuff.

Spoiler For Some technical details:
The visible area supported by the current map renderer is 16 by 16 tiles, and tiles are 32 by 32 units. This makes the visible area 512 units large, or (since the tilemap will be centered around the player to prevent overflows) 256 units in every direction. In the screenshots, the road used there is 16 units wide.
The tilemap contains models as tiles, and each tile can be elevated between 0 and 255 units (based on a heightmap). Overlapping roads will be done by having a special tile that represents a bridge.
At the start (and in the future: when the tilemap is moved/updated), the tilemap is converted to one big model that represents the entire visible area. Because of this, models can have a different, smaller format (only 3 bytes per vertex, instead of 6) witouth slowing down the rendering. The code that generates that big model is still rather fast, and it still gets 17fps when it's generated every frame. This will be slower in future versions, though, but it also won't run evrey frame.
The rest is still only planned, and thus lickely to change.
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

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Offline Matrefeytontias

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Re: Racing game (revived)
« Reply #42 on: January 16, 2014, 04:19:08 pm »
Very glad that you took it back :D hopefully you can get it done this time !

Offline Sorunome

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Re: Racing game (revived)
« Reply #43 on: January 16, 2014, 04:20:14 pm »
That is like 1.5 yrs necro O.O

Anyways, looking awesome so far, good seing that GLib is been used :)

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Offline DJ Omnimaga

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Re: Re: Re: Racing game (revived)
« Reply #44 on: January 16, 2014, 07:45:02 pm »
That is like 1.5 yrs necro O.O

Anyways, looking awesome so far, good seing that GLib is been used :)
that's nothing: See my 3 years revival with Supersonic Ball :P.

Anyway this looks very promising. I hope you can make it better and faster graphically than GlassCars on ticalc.org.
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