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TIGSource ForumsCommunityDevLogsTrophy trucks vs. Rally cars (new 60fps video)
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Author Topic: Trophy trucks vs. Rally cars (new 60fps video)  (Read 3438 times)
RadiationMutt
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« on: June 22, 2014, 12:58:00 PM »

Trophy trucks vs Rally cars

old project name was SAORR(Super Awesome Off Road Racing)



This game will be just basic racing game with semi realistic physics. I have no commercial plans for the project yet. It is just practice project/prototype. I really like to make Motorstorm/DIRT style offroad racing game with more realism someday.

Current status of the project is that it is almost ready for beta release.

It uses OGRE for graphics and bullet for physics. Models are made in Blender. I found hard way that level design is more time consuming than i expected. Tired

New video:



Old videos:



old video
old video
old video
« Last Edit: February 19, 2017, 02:20:13 AM by RadiationMutt » Logged

Superb Joe
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« Reply #1 on: June 22, 2014, 01:45:00 PM »

the handling at this early stage resembles sega rally 1. which is very good. you should be happy that level design is taking a long time because a racing game lives and dies on that. you should also listen to this song

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RadiationMutt
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« Reply #2 on: July 12, 2014, 10:47:18 AM »

I just finished car physics and AI code. Coffee Of course there are lots of bug killing and tuning to do but all heavy lifting is done. Now it's time to start doing some content. I'm planning to do 3 cars and 3 tracks.

Visually the game still uses same ugly programmer graphics.

This is car description file for my car physics
Code:
[Visual]
    MeshName = car.mesh
    WheelName = Wheel1.mesh
[Dimensions]
    Mass = 1200
    CoG = 0 0.2 0.0
    Inertia = 1500 1500 1000
    FrontTrack = 1.6
    RearTrack = 1.6
    Wheelbase = 2.6   
[FrontSuspension]
    # N/m/s
    BumbDamping = 2000
    ReboundDamping = 2000
    # N/m
    Wheelrate = 24000
    BumpStop = 0.2
    # N/m
    AntiRollBar = 20000
    Independent = true
    AntiRollGeom = 0.2
    MaxTravel = 0.5
    Mass = 20
    ToeIn = 1
    Camber = -1
    MaxSteering = 40
    Ackermann = 5
[RearSuspension]
    # N/m/s
    BumbDamping = 2000
    ReboundDamping = 2000
    # N/m
    Wheelrate = 24000
    BumpStop = 0.1
    # N/m
    AntiRollBar = 20000
    Independent = true
    AntiRollGeom = 0.2
    MaxTravel = 0.5
    Mass = 20
    ToeIn = 0
    Camber = -1
[FrontTyres]
    MinRestFriction = 0.1
    MinSlideFriction = 0.7
    MinSlideVelo = 20
    MaxRestFriction = 1.5
    MaxSlideFriction = 1.3
    MaxSlideVelo = 5
    SoftResistance = 0.005
    HardResistance = 0.001
    SoftGripGain = 0.3
    HalfLoad = 8000
    Damping = 0.03
    Radius = 0.3
    VerticalStiffness = 200000
    LatStiffness = 50000
    LongStiffness = 50000
    # slipRatio/kN
    CorneringSlip = 0.02
    DriveSlip = 0.02
[RearTyres]
    MinRestFriction = 0.1
    MinSlideFriction = 0.7
    MinSlideVelo = 20
    MaxRestFriction = 1.5
    MaxSlideFriction = 1.3
    MaxSlideVelo = 5
    SoftResistance = 0.005
    HardResistance = 0.001
    SoftGripGain = 0.3
    HalfLoad = 9000
    #Stiffness = 100
    Damping = 0.03
    Radius = 0.3
    VerticalStiffness = 200000
    LatStiffness = 50000
    LongStiffness = 50000
    # slipRatio/kN
    CorneringSlip = 0.02
    DriveSlip = 0.02
[Engine]
    #RPM
    Revs = 8000
    #Nm
    LowTorque = 100
    HighTorque = 600
    #Nm at Revs
    Drag = 300
    #kg*m2
    Inertia = 0.1
[Brakes]
    # per wheel N*m
    Front = 800
    Rear = 600
[Aerodynamics]
    # N/(m/s)^2   
    Drag = 0.5
    Downforce = 1
    Balance = -0.7
[DriveTrain]
    FrontInertia = 3
    RearInertia = 3
    ForwardGears = 4
    Gear_1 = 0.08
    Gear_2 = 0.10
    Gear_3 = 0.16
    Gear_4 = 0.2
    ClutchTorque = 500
    ClutchStiffness = 800
    ClutchDamping = 2
    CenterLocked = false
    # front/rear
    TorqueSplit = 0.4
    # Nm/rad/s
    CenterVisco = 3
    FrontLocked = false
    # 0 = open 1 = max 
    FrontPower = 0.7
    FrontCoast = 0.2
    # Nm per wheel
    FrontPreLoad = 0
    RearLocked = false
    RearPower = 0.7
    RearCoast = 0.4
    RearPreLoad = 300
[FrontHull]
    VertexCount = 8
    Vertex_0 = 0.9 0.1 1.6
    Vertex_1 = 0.9 0.6 1.6
    Vertex_2 = 0.5 0.3 2.3
    Vertex_3 = 0.9 0.7 1.3
    Vertex_4 = -0.9 0.1 1.6
    Vertex_5 = -0.9 0.6 1.6
    Vertex_6 = -0.5 0.3 2.3
    Vertex_7 = -0.9 0.7 1.3
[MiddleHull]
    VertexCount = 12
    Vertex_0 = 0.8 0.1 1.1
    Vertex_1 = 0.8 0.1 -1.1
    Vertex_2 = 0.9 0.7 1.4
    Vertex_3 = 0.9 0.9 -1.4
    Vertex_4 = 0.5 1.1 0.2
    Vertex_5 = 0.5 1.1 -0.8
    Vertex_6 = -0.8 0.1 1.1
    Vertex_7 = -0.8 0.1 -1.1
    Vertex_8 = -0.9 0.7 1.4
    Vertex_9 = -0.9 0.9 -1.4
    Vertex_10 = -0.5 1.1 0.2
    Vertex_11 = -0.5 1.1 -0.8
[RearHull]
    VertexCount = 8
    Vertex_0 = 0.8 0.2 -1.6
    Vertex_1 = 0.6 0.3 -2.1
    Vertex_2 = 0.9 0.9 -1.3
    Vertex_3 = 0.7 0.9 1.9
    Vertex_4 = -0.8 0.2 -1.6
    Vertex_5 = -0.6 0.3 -2.1
    Vertex_6 = -0.9 0.9 -1.3
    Vertex_7 = -0.7 0.9 1.9
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eyeliner
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« Reply #3 on: July 15, 2014, 07:51:52 AM »

I approve of this project. Hand Thumbs Up Right
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RadiationMutt
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« Reply #4 on: July 29, 2014, 11:19:53 AM »

New video showing some progress.
Racing with AI

I like to get some feedback about engine sound. Does it sound good? Does it sound Bad? V8 sound is 100% synthetic. I made raw samples using LabCirp Durr...? and mixed and filtered final sound using FMod.
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Whiteclaws
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« Reply #5 on: July 29, 2014, 11:40:08 AM »




listen to this guy, he's wise
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RadiationMutt
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« Reply #6 on: October 22, 2014, 12:20:05 PM »

I started working on graphics. Beach themed track is almost finished.
Cars do not have new shaders yet.

This is beach themed track with new textures and shaders:

This is old shot at same corner:


More screenshots:


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davidp
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« Reply #7 on: October 22, 2014, 02:12:55 PM »

This looks really cool Smiley keep up the good work Smiley
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jiitype
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« Reply #8 on: October 22, 2014, 04:29:17 PM »

Mmmm I love me some off road racing games. Looks great Hand Thumbs Up Right
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RadiationMutt
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« Reply #9 on: October 27, 2014, 09:34:39 AM »

New video:




I'm using Driving force GT. The game have functional force feedback. I was driving badly when shooting this. RWD trophy truck is really hard to drive now. Game have keyboard controls too which have steering assist. Assist system work by automatically steering against cars yaw momentum (not slide angle). I like this system better than using some magic BS forces.

Car handling is supposed to be realistic. I can't call it as simulator though. Most physics parameters are just guesswork. AI's steering input need some smoothing also.

Some reference videos i found usefull:



https://www.youtube.com/watch?v=JXMyZ929lpY
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eyeliner
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« Reply #10 on: October 28, 2014, 10:13:28 AM »

plas, define how you define racer position, pls
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RadiationMutt
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« Reply #11 on: December 08, 2014, 02:24:41 PM »

New video:




This game is almost ready for beta release. It will be completely free. Coffee
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