Stunt Playground v1.0 released!!

Share with us how are you using the powerrrr of the force

Moderator: Alain

Postby walaber » Mon Mar 14, 2005 4:56 am

yup. extremely simple to create... a user also make a GUI-based editor, so you can create particle scripts easily, which I used for both the dust and the sparks.
Independent game developer of (mostly) physics-based games. Creator of "JellyCar" and lead designer of "Where's My Water?"
User avatar
walaber
Moderator
Moderator
 
Posts: 393
Joined: Wed Mar 17, 2004 3:40 am
Location: California, USA

Postby walaber » Tue Mar 15, 2005 11:33 pm

working on the in-game GUI... I will change the font/font colors before the final version.

Image
Independent game developer of (mostly) physics-based games. Creator of "JellyCar" and lead designer of "Where's My Water?"
User avatar
walaber
Moderator
Moderator
 
Posts: 393
Joined: Wed Mar 17, 2004 3:40 am
Location: California, USA

Postby Robomaniac » Wed Mar 16, 2005 1:44 am

I love how this is turning out walaber, it looks awesome/fun!
Stephen Eckenrode
Lead Programmer/Project Head
Centaur Force
User avatar
Robomaniac
 
Posts: 7
Joined: Mon Jan 03, 2005 9:17 pm

Postby walaber » Mon Mar 21, 2005 1:46 am

working on realtime dynamic cubemaps for the vehicle reflections now... still getting started, but it's looking pretty cool now!

those interested can look at these pics:
:arrow: REFLECTION TEST 1
:arrow: REFLECTION TEST2

:D :D
Independent game developer of (mostly) physics-based games. Creator of "JellyCar" and lead designer of "Where's My Water?"
User avatar
walaber
Moderator
Moderator
 
Posts: 393
Joined: Wed Mar 17, 2004 3:40 am
Location: California, USA

Postby walaber » Wed Apr 06, 2005 11:13 pm

:arrow: NEW BETA :!:

Okay, here it is, beta release 3 of Stunt Playground. please have a look at the readme, it explains how to use the program.

NEW FEATURES

:arrow: Textured and re-scaled props and jumps (almost complete)
:arrow: 4 vehicles! (one yet to be textured, others still incomplete)
:arrow: realtime shadows and reflections! (can be turned off for performance reasons)
:arrow: new switchable camera angles
:arrow: replays!! plus you can save and load replays for sharing with friends :)
:arrow: sound effects implemented! (still missing a lot)

:arrow: automatic / manual transmission enabled (and improved)
:arrow: and more (probably :P )

here are some 1024x768 screenshots:
SHOT 01 - basic interface
SHOT 02 - placing objects
SHOT 03 - full interface / game settings
SHOT 04 - driving the "Smart"
SHOT 05 - GT car with dust cloud
SHOT 06 - reflections
SHOT 07 - mustang heads for a bit of fun
SHOT 08 - a shot from replay mode
SHOT 09 - sparks!

and finally, the:
DOWNLOAD LINK - beta 3, approx. 11MB .rar archive.

please let me know of any and all comments you have, especially if you find any bugs. the program creates a (fairly detailed and thus large) debug log, so please post/send the relevant parts if you experience any bugs!

looking forward to your comments! 8)
Independent game developer of (mostly) physics-based games. Creator of "JellyCar" and lead designer of "Where's My Water?"
User avatar
walaber
Moderator
Moderator
 
Posts: 393
Joined: Wed Mar 17, 2004 3:40 am
Location: California, USA

Postby Sascha Willems » Thu Apr 07, 2005 7:26 am

Awesome! I just played around a bit (don't have time to fully test all features, I'll do that later) and found this to be one (if not the) best demonstrations of NGD.

The only gripe I have now is that the vehicles still don't drive that great. They don't go very fast and are (especially at higher speeds) almost impossible to steer. I tested with the Corvette and at 80 km/h it was almost impossible to get it to drive a corner. So if you tweak the car's behaviours a bit more then this should get a real great thing to play with!
User avatar
Sascha Willems
Moderator
Moderator
 
Posts: 346
Joined: Fri Aug 27, 2004 10:18 am
Location: Germany

Postby Agemanic » Thu Apr 07, 2005 12:13 pm

Hi...well..first..sorry about my poor english... i rarelly post in the forum..but im always downloading the demos in showcase...they are really awesome....You Stunt play ground r starting to be very fun Walaber....great work...humm..i found a bug in it but i think i will not put the log here because u can reproduce it yourself....i have tried to isolate it as much as possible..here is the algorithm to crash the program:

Open it.
Load a Level.
Click GO.
Select a Car..press enter
press ESC ...ESC again...and load a replay..
So..it crash here!!


well i think it will crash in your system too. If not i will post the log and my system configuration...

Edit: Loading twice the replay that comes with your code ..(the second..i dont remember the name) you got a strange behavior.....^^...hope that it helps...!



Great work!
Agemanic
 
Posts: 2
Joined: Tue Jul 20, 2004 6:00 pm

Postby walaber » Thu Apr 07, 2005 10:34 pm

Agemanic- thanks, I can confirm the bug you mentioned (both of them). I think I can fix them both, I'll get working on it! :)

also, I forgot to mention in the docs, but if your car flips over (and comes to a stop), just press "R" to flip it back over. :wink:
Independent game developer of (mostly) physics-based games. Creator of "JellyCar" and lead designer of "Where's My Water?"
User avatar
walaber
Moderator
Moderator
 
Posts: 393
Joined: Wed Mar 17, 2004 3:40 am
Location: California, USA

Postby walaber » Sat Apr 09, 2005 4:25 am

I've fixed the crashes/problem mentioned above, you can re-download the entire beta, or just grab the patch below (and replace the StuntPlayground.exe file).

Stunt Playground beta3 - patch 1
Independent game developer of (mostly) physics-based games. Creator of "JellyCar" and lead designer of "Where's My Water?"
User avatar
walaber
Moderator
Moderator
 
Posts: 393
Joined: Wed Mar 17, 2004 3:40 am
Location: California, USA

Postby JMC47 » Sat Apr 09, 2005 2:03 pm

I love it a lot, its really cool. The one problem I have it severe slow downs on all video types. It happens when I have around 5 physics objects moving at the same time. The car has no problem with nothing on the track, or with all the physics objects not moving, even stacked on top of each other, I stacked around 40 for a test, and as long as I didn't hit them there was no problem with the frame rate.. I have 3.0 GH processor and a Geforce 6800 OC, and my computer has been able to sustain more than 100 (I think more) newton objects on other Newton programs and on the A6 plugin. I tried all the different video modes. The old DX mode (DX 7 I think it was) was really messed up. And in all versions if I stayed in a shadow under a object for too long the car will stay black until stop driving and then hit go again. Other than the frame rate problems, its awesome.

I just wondered if this was happening to everyone, or this was just a hard ware problem or incompatability with my GFX card.
JMC47
 
Posts: 10
Joined: Sun Apr 03, 2005 2:15 am
Location: U.S

Postby tomek » Sat Apr 09, 2005 2:20 pm

Yes, Newton is great except collision slowdowns. But ic can be overcomed by hand tuning(dynamic bodies) and custom user-mesh(static bodies)
Last edited by tomek on Sat Apr 09, 2005 2:56 pm, edited 1 time in total.
tomek
 
Posts: 102
Joined: Wed Jun 23, 2004 12:34 pm

Postby Stucuk » Sat Apr 09, 2005 2:47 pm

The solution is to not stack alot of things on top of each other :P It only seems to happen when alot of objects are stacked on each other.
User avatar
Stucuk
 
Posts: 801
Joined: Sat Mar 12, 2005 3:54 pm
Location: Scotland

Postby tomek » Sat Apr 09, 2005 2:55 pm

Also, playing with inertias, softness and elasticity could help REALLY a lot. nother thing could be custom sleeping scheme.
tomek
 
Posts: 102
Joined: Wed Jun 23, 2004 12:34 pm

Postby JMC47 » Sat Apr 09, 2005 4:00 pm

I tried it on another PC with the same compenets, except a smaller graphics card, and I could run it with about 20 physics objects moving at once. It had less slowdowns.

When I say slow downs, I'm saying less than 1 frame per second slowdown.
JMC47
 
Posts: 10
Joined: Sun Apr 03, 2005 2:15 am
Location: U.S

Postby walaber » Sun Apr 10, 2005 10:50 pm

JMC47

that sounds like a hardware / driver issue... I can run the game on my crappy office PC with acceptable framerates with several objects colliding / interacting/ etc.

what version of DirectX do you have, and have you tried the OpenGL version?
Independent game developer of (mostly) physics-based games. Creator of "JellyCar" and lead designer of "Where's My Water?"
User avatar
walaber
Moderator
Moderator
 
Posts: 393
Joined: Wed Mar 17, 2004 3:40 am
Location: California, USA

PreviousNext

Return to User Gallery

Who is online

Users browsing this forum: No registered users and 2 guests

cron