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decided to have some fun: driveable vehicle :)

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I though I'd have a bit of fun... as a pet project, I'm still working away on a physics engine I hope to release one day... I used a very old version in my LOTR demo to bounce the ring and such. and I thought just for fun I'd share a demo of it. this is the current version of the test app. version 12. build 3 thousand and something. it simulates a over powered 4wd, with no shocks, running 1m travling suspension, on ice so it's good, clean fun. enjoy. and tell me how it runs. click it doesnt' say, but the mouse controls the camera. and make sure you try the internal view ('C') my next goal is to do rotational suspension.. which, ::cough:: will allow for nice little things like rag doll physics. ohh. and very soon I will have completly elliminated push back. (I've already done this the other day, but it made things a bit jittery, so it's on in this version) this is running at 60hz physics. http://www.riptorn.8m.com [edited by - RipTorn on May 10, 2002 6:46:45 AM]

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Excellent demo, it's got great potential.

Ran well on my work machine:
Athlon xp1600+
512 Mb DDR
GeForce 2 Ti

just wanted to add - well done on the LOTR demo. The physics on the ring looked quite special!

[edited by - dmtsc on May 6, 2002 9:15:34 AM]

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I can remember ages ago i downlaoded an early version of this demo, I was amazed. Now i find this newly released demo and all i can say is WOW those physics realy are something, the newly added dirt trail make it even more kool too ...well done

i wish i could code something the kool :/

currently i am programming a small gl raceing game, well trying...
i have created a fileformat from which i load levels/models, made a test track and added a test car which can move
Though its movement is very well extremly limited it can move forward/up & down BUT it doesn''t move it the direction is faceing. I have know idea where to start to overcome this problem.. anyideas are very wellcome

Anyways i found no problems with your kool demo it runs perfectly on my system:

1900+xp
256DDR ram
geforce 3 Ti 200

I noticed your website link too, i had a look and the demos on your site are also very impressive. You must of been useing opengl for years to create demos soo good, nice1

-= ReDeeMeR =-

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quote:
Original post by gl_ReDeeMeR
I can remember ages ago i downlaoded an early version of this demo, I was amazed. Now i find this newly released demo and all i can say is WOW those physics realy are something, the newly added dirt trail make it even more kool too ...well done



Here here. A little bit too much oversteer, but otherwise just muahhhh. System specs:

AthlonXP 1600+
256DDRAM
RivaTNT 2

the engine ran just fine.

I especially liked the noise in the gound that made the ''car'' shake like a real racecar.

BTW - is driving out of the map boundaries supposed to fling me to speed 500+ kph?!?

Can''t wait for build 6000 - well done

Crispy

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Awesome demo mate running perfect on a P4 1300 mhz / GF2 / 384mb

just 1 thingy when i go VERY fast (150mph) and i get to a steep point and i crash it keeps gaining speed when you drop out of the map (i was up to 4500mph when i pressed esc)

really good work i admire it

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Works great here, on a Duron 800, 256mbram, tnt2 16mb and an Athlon 1.2, 256mbram, Gforce2 32mb, both running ME

It is amazing, keep up the great work!!!!!

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heh thanks

i can't for the life of me know why windows wouldn't have mfc42.dll included.. unless it was win95... strange.

I noticed a couple of bugs, now I look over it (posted that at midnight local time ) - but nothing serious.. 1 being the menu doesn't reload stuff right.

I wasn't expecting anyone to have issues running it.. I've had it running at 7fps on a cyrix-233 with NO 3d card...

the dust trails are pretty cheap. I added them when trying out putting rockets on the car - because of the way I worked the 'engine' creating the particle is a 4 line thing (plus object code). So I could have gone nuts if I wanted to.

The thing about driving off the map is that the map is just a polygonal object... and thats all the engine treats it as... It could have been anything, and you could drive over it - just when you fall off, there is nothing to hit, so you keep falling.

a friend used an old gravity hack I had in to get it going at warp 9:



(the hack is still there, page up and down change gravity )

[edited by - RipTorn on May 6, 2002 9:35:20 PM]

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Ops. just realised the momentum calculations were predicting that gravity will be applied nromally.. so the gravity hack will likly cause some weird bugs in the physics..

http://www.riptorn.8m.com

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Just tried out your project, I cannot put words on it. Only noise I made when I first saw it was some kind of ghasping for about a minute, anyways; Really good work there!

Oh, and I saw your page and I must say that those hl maps you've made seems like they are awesome as well and the texturework seems really good too! Keep up the good work there!

Kenneth Wilhelmsen
Try my little 3D Engine project, and mail me the FPS. WEngine
Or just visit my site
--------------------------
He who joyfully marches to music in rank and file has already earned my contempt. He has
been given a large brain by mistake, since for him the spinal cord would fully suffice. This
disgrace to civilization should be done away with at once. Heroism at command, senseless
brutality, deplorable love-of-country stance, how violently I hate all this, how despicable and ignoble war is; I would rather be torn to shreds than be a part of so base an action! It is my conviction that killing under the cloak of war is nothing but an act of murder

[edited by - kenwi on May 7, 2002 4:13:31 AM]

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OK. I admit, the version I showed looked aweful.
so here, to compensate:

Click

I spent a couple of hours making it look a bit more swish. but it REALLY needs a beefy pc to run now, as I went nuts with the terrain (it''s about 9 times bigger now - and bruteforce rendered )

http://www.riptorn.8m.com

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Do you remember carmageddon (excellent game). Anyway, it had the quirk that when you went high in the air and came down the car would go mad - well your''s does it too. Press the insert key when on the side of a cliff and wait until you are quite high and let the car drop - mad spiny rotatey effects abound!

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lol.
I can''t link to my brain.

I didn''t base anything in that on tutorials, etc.
I just worked away at it. learning it myself.

It''s basically built apon objects being able to link together, in a tree, where any force applied travels throguh the tree to objects than can do something with it (eg, the top parent, suspension nodes, wheels, etc). The collision detection is all based off of a moving sphere->triangle test that takes quite a bit of maths to get right, but is worth it. I can''t really explain it, it''s something you have to work on yourself so you understand it yourself.

hey zev.

http://www.riptorn.8m.com

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That is an impressive demo.

Did you ever hear of the real-time physics library ode(http://www.q12.org/ode)? It''s very cool and is designed for games. I made a game with it. (http://www.wolfman8k.barrysworld.net/programming/carterrain)

Of course, writing the physics on your own is impressive.

One question: you said that there was no friction, so how does the car move from the wheel spin? Or is there just very little friction? Or maybe you calculate the engine force based on the rotation of the wheels?

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sorry, where did I say there was no friction... because it's complex I 'fake' grip on objects.. and honestly it's not noticable, and much faster.

I remember trying out that demo, and it was quite an impressive physics model, but I do remember there being one serious flaw with it... and that was that it seemed to be based on when objects overlapped, not collided, so, if an object was moving very fast, it had the potential to pass through another object without detecting a 'collision'... Maybe I'm wrong, but thats what I noticed. (I can run my demo at 10 hz physics and it's still JUST drivable, and won't fall through stuff - but it's RATHER jittery - but thats only in the version I mentioned that doesn't use pushback. this version would have some issues with that situation - and is the cause of the car 'going nuts' when dropped from a very high height)

http://www.riptorn.8m.com

[edited by - RipTorn on May 8, 2002 7:07:42 PM]

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I thought when you said that the car was on ice you meant no friction.

About ode, you''re right about the collision detection. But that is just a problem with it''s built in collision detection. If you want, then you can do collision detection yourself. Basicly, you give the library the contact points and there normal and stuff.

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ohh. ok.

I said ice because it slides about a lot. but it''s fun that way

I''m currently writing a new look renderer...
this is an early test shot:
I want to do lots of nice stuff, and go nuts with selective area multipass madness (eg, underwater effects, or whatnot )

(I''ll likly rewrite it at least another 500 times before I''m happy with it though)



the scary thing is that it looks very similar to one I worte a long time ago, and is built very similarly, but it loads in about 2 seconds... where the old one took 2 minutes... :/

http://www.riptorn.8m.com

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Ho man, was that ever fun! I was playing the first version for like 20 minutes, and then continued on down the post and found the SECOND version! I then commensed to play that for another 20 minutes. It''s so much fun! It reminds me of an old DOS game called Big Red Racing. Lotsa fun. For the next version, you should look into maybe adding a skybox. It''d be a nice change from the inky blackness in there now.

--Buzzy

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Diego Rodriguez:
If you want a tutorial about car physics, then you could try:
http://home.planet.nl/~monstrous/

And there are probably loads of others floating around on the web.

RipTorn:
Very cool demo . But what are you supposed to do when you fall off the edge?

John B

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something i recon would be good would be a third person view lock so when you are driving the car you dont need to also turn the mouse yourself

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RipTorn - it looks good, but i''m rarely getting an fps over 5. this is on a pentium 3 600, 128 ram, geforce 2 200mx 64mb on windows xp pro.
I''d really like to see what exactly all the fuss is about, but i cant get it even slightly playable

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First version about 2fps on celeron 500+Voodoo3 2000 :-p

Second version doesn't work shows just light brown screen :-p

Maybe it's the not-so-capable Voodoo?



**************************** fault.log ****************************
Build 3206 Release (1288D 1918R) Build TimeStamp: Tue May 07 13:38:23 2002

Renderer Information:
Device: 3Dfx/Voodoo3 (tm)/2 TMUs/16 MB SDRAM/KNI/ICD (Jan 16 2001) (3Dfx Interactive Inc.)
Device API Version: 1.1.0


Error Code recorded: 'Invalid Value' (Renderer API Error Code)
(Note: Error codes are important, please note them down if reporting an error)
Error Occured between App States: Renderer Initialized -> Destroying Window


[edited by - stefu on May 9, 2002 4:01:18 PM]

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