Share with us how are you using the powerrrr of the force
Moderator: Alain
by walaber » Tue Dec 07, 2004 10:47 pm
this morning I completely re-structured my classes... I realized I was going about it the wrong way.
so I re-designed the class heirarchy, and am much happier with the new setup.
next I'm hoping to work out object dragging, and then go after joints, including the vehicle joint.
Hopefully I'll have some kind of simple OgreNewt demo pretty soon...
Independent game developer of (mostly) physics-based games. Creator of "JellyCar" and lead designer of "Where's My Water?"
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walaber
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by The unProfessional » Wed Dec 08, 2004 3:54 pm
Yeah, I'm using the tree collision for a very large piece of terrain, and newton seems to be handling it remarkably well.
A quick look (not Ogre, just commenting on the tree collision issue)
http://theunprofessional.com/screenshot ... rsmoke.jpg
I've yet to try the heightmap implementation... I'm sure I will at some point
Note: my skybox * and fog is off... so just ignore the distant background.
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The unProfessional
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by walaber » Sun Dec 12, 2004 1:34 am
this morning before coming into work I got the vehicle joint up and running in Ogre! it parses everything about the vehicle from a config file, so I can change everything about the vehicle without re-compiling... so far I have it loading the chassis, and setting up the wheels, and filling the class with all of the necessary variables.
now I need to write the update routine that calculates the torque and steering, and I'll be on my way to my mini-game
but first, I need to implement the debug visualization system, to make sure the tires are being created correctly...
Independent game developer of (mostly) physics-based games. Creator of "JellyCar" and lead designer of "Where's My Water?"
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walaber
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by walaber » Sat Jan 01, 2005 12:41 pm
small vehicle demo
here's a small WIP demo of the vehicle running in Ogre...
still needs a lot of tweaking, but I think I'm off to the right start...
DOWNLOAD LINK
p.s. if you edit the smart.vehicle file, you can chance everything about the vehicle, from the position of the tires, to the suspension, to the engine power curve.
I'm now modelling some other cars, here's a screenshot of a WIP Ford Mustang
Independent game developer of (mostly) physics-based games. Creator of "JellyCar" and lead designer of "Where's My Water?"
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walaber
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by bal » Sat Jan 01, 2005 1:33 pm
So great, please continue this great work
.
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by _Tux_ » Sat Jan 01, 2005 3:44 pm
wow, that is a great demo
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by Robomaniac » Mon Jan 03, 2005 9:25 pm
I am working on a Newton-Ogre binding i like to call Newtogre. Its very basic, and meant to be. My goal in creating this binding is to make ogre work with newton with the majority of the features as simply as possible.
You can see some screenies of it in my blog:
http://centaurforce.sf.net/blog/
and download a demo of centaur force with the basics implemented at:
http://www.centaurforce.com/releases/CF_02_Binaries.rar
(sorry, windows only)
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by Quimbly » Tue Jan 04, 2005 5:23 pm
I can't get the demo to work, Walabler. Well, I can get it to work with the OpenGL rendering subsystem, but I get a painful frame rate of < 1 / sec.
Here's a few lines from the log file:
- Code: Select all
14:17:40: D3D9 : Loading 2D Texture, image name : 'spot_shadow_fade.png' with 5 mip map levels
14:17:40: An exception has been thrown!
-----------------------------------
Details:
-----------------------------------
Error #: -2005530516
Function: D3D9RenderSystem::_render
Description: Failed to DrawPrimitive : Invalid call.
File: \Game programming\Ogre\ogrenew\RenderSystems\Direct3D9\src\OgreD3D9RenderSystem.cpp
Line: 2068
Stack unwinding: D3D9RenderSystem::_render(..) <- <<beginning of stack>>
14:17:40: *-*-* OGRE Shutdown
Any thoughts?
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by walaber » Wed Jan 05, 2005 9:43 am
hmmm... I'm still very new to Ogre... so i don't know all of the 'quirks'... what version of DirectX do you have? also what are your system specs?
Independent game developer of (mostly) physics-based games. Creator of "JellyCar" and lead designer of "Where's My Water?"
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walaber
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by Quimbly » Wed Jan 05, 2005 4:05 pm
I tried it at work:
DirectX 9.0c
Win XP SP2
Pnetium 4 - 1.7GHz
1024 RAM
Radeon VE 32MB
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by tomek » Wed Jan 05, 2005 5:18 pm
maybe it's that old radeon??
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by walaber » Sun Jan 16, 2005 4:15 am
just an update, I'm about ready to release 2 demos created in Ogre+Newton, basically updated versions of the two demos shown in this thread.
I'll be releasing the new demos along with the Ogre source code for those interested.
after this I start working on a simple vehicle game with Ogre+Newton, I'll be using the 2 models shown in the above screenshots, as well as modelling a few other cars/trucks. it's going to be a "stunt playgound" game, where the user can set up different jumps/objects in an arena, and then drive around.
Independent game developer of (mostly) physics-based games. Creator of "JellyCar" and lead designer of "Where's My Water?"
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walaber
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by walaber » Sun Jan 16, 2005 10:10 am
OgreNewt demo
here's 2 demos that show Newton working with Ogre.
simple primitives demo: move camera around with arrow keys,
shoot spheres with space key
drive the car with ths W,S,A,D keys, shift with Q,Z keys. space bar is the emergency brake. switch between follow and free camera with C key.
the EXEs are included in the "Release" folder, as well as all of the source for both demos.
DOWNLOAD LINK - approx 5MB.
Independent game developer of (mostly) physics-based games. Creator of "JellyCar" and lead designer of "Where's My Water?"
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walaber
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by The unProfessional » Sun Jan 16, 2005 7:48 pm
That's really awesome Walaber
Do you know which shadow method Ogre uses?
Oh, is the vehicle demo scaled down somehow? I noticed that when the car is going fairly fast, it still only registers as 3km/h. Feels great though! Looks nice @ 200fps, too.
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