eatMORE

hoja folks,
just to inform you about a new game idea im working on, its about snowboarding and car racing. just that easy, if you wanna rock down you have to go up before and thats very quickly. :wink:

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here the download link:
http://eatmore.googlecode.com/files/eatMORE.rar

From looking at the screen shots I can’t help but wondering why is there a large, blue, triangle stuck in the middle of a car with no driver?

this are the wings :wink: every car have wings!!!

just kidding, this is from the car rig. it wont be displayed at least.

EDIT: i used this triangle object to better observe the direction and how the object is reacting on the surface. you can easy turn the other parts on if you want. :slight_smile:

You need to fix the texture paths in your egg files:

:gobj(error): Texture::read() - couldn’t read: …/…/projects/coding/games/racer/FullskiesSunset0025_1_M.jpg

Cheers,
Gary

yes i will, thanks for pointing that out.

here a tiny update, i changed a bit on the car acceleration. i was to lazy before and i was to busy with a other topic. some things was really upsidedown in. anyway, im most happy with my surface alignment solution. works quiet well.

http://eatmore.googlecode.com/files/eatMORE01.rar

pls. do not think i wouldnt mind your suggestion, but i will made this change at the next update. i already had this update zipped.

in the meantime you could fix this at your version.

just make the path relative in the eggs something like …/(texture) or …(texture) or just the (texture) name. i also have to look about the egg texture path syntax but i think one of this should ~work.

the car shouldnt have a texture.

next to my flue i do enjoy this time to stay sick :wink:

do you see the same like me in there?

thats getting a logo for a different racer, the infinity cluster 24h ralley. :smiley:

thats all the curves you need in 90° to make a racer endless.

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for working on the car handling i will need this (i wont build everytime new tracks by hand), thats why.

i havnt done much today (only planed around), so i just added the spotlight and couple of tiny tweaks. :slight_smile: yes this thing turns out quiet well.

experimental version!

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download link:
http://eatmore.googlecode.com/files/eatMORE02.rar


is(ß) was doc?

so a tiny update:

  • test track
  • drifting
  • graphics (rendering) improvings

4 texture stages are to less! the possiblities with that are so amazing.

as example a nice looking subsurfacescatter fake:

some other screenshots:

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download link:
http://eatmore.googlecode.com/files/eatMORE03.rar

as next im going to imporve lot of things, collision grid based modules, cleaning the code, the main focus is to get this game running with a good performance onto a standard computer.

Congratulations rootWOLF, it’s impressive!

:slight_smile: thank you :slight_smile:

yeah, that happens when im impressive sick for a week. i had a flue.

to the texture projection possiblities, its not that i had projected a prerendert picture of a subsurface scattering fake. i just illuminated the model by projections (fading circle) by scaling you can do lines and nearly everything you wanna. but if you wanna get this back to ram… :frowning: the projection part is at the moment a bit unflexible. i had in mind to export my lit glob, this gets just back the position, rotation and color(intensity(rgb)) of predefined amount of ligth rays you are shooting through pixels on a polysphere with a hdri image assigned. so i wanted to illumate from this data (~190) rays bundles my scene, and all the time wasnt more than 4 rays bundles projected. i wanna follow this idea bit later. its ok for now with 4 stages to work.

thats also a very nice shot. but it looks 1000 times better in realtime :smiley:

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Looks really good! How about adding lens flare to the headlights?

I see that the headlights cast light, but the headlights themselves seem to be black. Maybe you want to consider making them bright, too, with perhaps a bit of bloom (or even volumetric lighting).

thank you boths.

i had in mind to do this, on the tradionelle way, like with a conic cylinder and a alpha map. maybe some increased scaled cylinder layers to make them look more volumetric.

but i love your idea wth doing them with a volumetric lightning.

the spot atself, yes i will make them with a bloom.

thank you boths for your advices. im not sure what i prefer today to do, of course i will do the spots. but i think, i should also redo, the rushed testTRACK, if you turn off the lights, you will see why :wink:.and in overall the test track is to boring. i have to insert lot of things like a real jump behavour, … and then the points i talked about yesterday. but this i wont get today done. so it could take a while (few days) till im able to continue to work on. im just able to work on it in the future on the weekends. so i will do today the terrain.

fixed some stuff,

  • stearing
  • camera
  • terrain
  • acceleration

i would be glad to know how many frames per second you reach in average while playing?

thank you

download:
http://eatmore.googlecode.com/files/eatMORE04.rar

use this file, i fixed quick some parts. please mind, that you will find all the other files in the zip archiv, which is presented to download in the direct post above.

http://eatmore.googlecode.com/files/eatMORE.py

what could be wrong with the volumetric lights? i tried to implement it but i got only a red shrinked screen displayed? could it be possible that your (rbd) shader need a more advanced graphic hardware than a gf 7025 onboard?

i will test this soon on my other computer.

You should set this in your Config.prc:

basic-shaders-only #f

If you’re using an ATI card, you might want to pick up the latest buildbot release of Panda3D, which has a bugfix.

its a nvidia onboard chip, a very low gk.

i already found this information here in the forum, which is discribing the config file change. with exactly the same problem. im nearly sure its about the graphics hardware on my render computer. my laptop is nearly over.

when im switching to dx9 -> i do get a ghost frame over the regular, its maybe moving in relation to the light from your position.

when im using opengl -> i go get this shrinked red tinted screen.

http://code.google.com/p/eatmore/downloads/list

i will buy a graphics card for :wink: !!
i want to have this light in!!!

-faster collsion detection by using a collision mesh segmentation

http://eatmore.googlecode.com/files/eatMORE05.rar