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Thread: Funky cars

  1. #11

    Funky cars

    Thanks all! now i'm working on cleaning up the code (that was quite a mess ) than i will release it, so that anyone can look at it and eventually help.

    The bug with the car flipping is now corrected. That was an empiric way to flip the car.. No surprise that it didn't work.. Now the program detect if the car is flipped and auto-flip it in a nice way. (anyway this need more work i think).

    The fact that the car get stuck depends on that i used plane surfaces instead of solid 3d body. That's the case with the road and the swirl.

    I must think now of a way to do the tracks

    Bye!

    BTW i noticed that i was missing backface culling at all :shock:
    Now i added it.
    If you save your data in a proprietary format, the owner of the format owns your data.
    <br /><A href="http://msx80.blogspot.com">http://msx80.blogspot.com</A>

  2. #12

    Funky cars

    I've finally managed to put up a site and release the sources.

    You find everything here:
    http://funkycars.sf.net

    Any comment and feedback is appreciated
    If you save your data in a proprietary format, the owner of the format owns your data.
    <br /><A href="http://msx80.blogspot.com">http://msx80.blogspot.com</A>

  3. #13

    Funky cars

    I've released a new wip version, so that you can see the improvements
    Now it features a mountain, a track, the "mighty follower car", auto-flipping, new cool skins etc etc.
    Ive also opened a little forum on the site.

    http://funkycars.sourceforge.net

    PS I've also found a volonterous modeler

    As always, feedback is appreciated :mrgreen:
    If you save your data in a proprietary format, the owner of the format owns your data.
    <br /><A href="http://msx80.blogspot.com">http://msx80.blogspot.com</A>

  4. #14

    Funky cars

    OMG That's TOP work MSX !!!

    I've never been able to make a decent car model with ODE (my car was either too bumpy, and spent most time on its roof than on its tires). At least you show me it's possible !!! Thanks a lot !!!

  5. #15

    Funky cars

    I've uploaded a new version (0.3) on the site.
    It shows how i'm going with opponents AI and with the track.
    Includes all sources, media, blender models and exporters.

    Feedback wanted

    Edit: released version 0.3.1. I fixed some missing file in the previous release that made the program crash
    If you save your data in a proprietary format, the owner of the format owns your data.
    <br /><A href="http://msx80.blogspot.com">http://msx80.blogspot.com</A>

  6. #16

    Funky cars

    Nicola, did you get my email about the AI used in Colin McCrae?
    <br /><br />There are a lot of people who are dead while they are still alive. I want to be alive until the day I die.<br />-= Paulo Coelho =-

  7. #17

    Funky cars

    that is really fun to play

    you might want to try softening the suspension a little so the car doesnt go on 3 wheels as easy

  8. #18

    Funky cars

    Quote Originally Posted by savage
    Nicola, did you get my email about the AI used in Colin McCrae?
    No i didn't.. :cry: :scratch:
    Send it me again at (removed against spam )
    God knows if i need some advice
    Thanks
    If you save your data in a proprietary format, the owner of the format owns your data.
    <br /><A href="http://msx80.blogspot.com">http://msx80.blogspot.com</A>

  9. #19

    Funky cars

    Instead of sending you an email, I decided to post the information on your Car AI thread over at http://www.pgd.netstarweb.com/viewtopic.php?t=1683
    <br /><br />There are a lot of people who are dead while they are still alive. I want to be alive until the day I die.<br />-= Paulo Coelho =-

  10. #20

    Funky cars

    As discussed,
    I think the process of track building should be more modular and to achieve this Funky cars needs a Track Editor.

    So using Blender or some other Modeler you would create the models ( with or without animations ), then export them to the Funky car format. Then the funky car track editor would allow you to import them and place the objects anywhere you like.

    I think the parts of the track need to be more modular ( similar to Scalectrix ), rather than one big model. So the exporter or the editor, will need to tag certain bits of the track as either track pieces ( piece that make a race track ) or track decorations ( like trees, people, obstacles etc ). Obviously some "decorations" will be static ( trees, buildings ), while others can be hit and moved.

    Using this kind of modular approch should allow users to create both normal type racing games and also micro-machine type games within the same editor.

    Then obviously the game engine needs to be able to read this merged format.

    Anyway, just a few thoughts as I had a rush of blood.
    <br /><br />There are a lot of people who are dead while they are still alive. I want to be alive until the day I die.<br />-= Paulo Coelho =-

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