raycast car demo

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

Moderator: Alain

raycast car demo

Postby _vlad » Thu Nov 18, 2004 2:32 pm

Hello, I've made a nice little demo of a ray cast car :
http://vlad-game-coding.site.voila.fr/Projects/NewtonAxiomCar/NewtonAxiomCar.zip

Here are the keys :
x Control the car : numpad 4,8,6,2 (and 1 to lift)
x Control the plane : thrust 1,2 + numpad 4,8,6,2 (and 3 to lift) plane
physic not good at all)
x Switch Car/Plane F3
x Reset vehicle R
x Quake style camera F1
You control this camera with Q,Z,D,X,E,C
You can hold SPACE down also to get closer to the player
its locked on player by default
you can toggle lock with L (useful for placing the camera exactly where
you want and locking it after)
x Follow camera F2 (default camera)
When the car is more than 1sec in air, it switches automatically to
locked Quake camera. This way you can control the camera in the
middle of a big air. Very cooool if you use it well.
x Quit ESC

I've also put a second player (car only) just for fun, but you have to
handle the camera yourself.
You can control the second car with G,J,Y,N.

The cool thing also is you can design your own levels with quake3 map editors (I used GtkRadiant).

I'll post screenshots later to let you discover the level by yourself for now.
_vlad
 
Posts: 36
Joined: Mon Oct 11, 2004 5:39 pm

_vlad

Postby _vlad » Thu Nov 18, 2004 2:52 pm

The only grip I had with Newton is the velocity damping.
I've read through the forums and finally set it to 0.005 because setting it to 0 was clamped above 0.005.
But 0.005 is too much, the car doesn't fall fast enough, it looks as if we're on the moon. I hope this will be corrected in the next release.

One little glitch also :
does NewtonBodyRayIntersect really works with UserMeshCollisions as specified in the doc ?
Because I have been able to use Rays with TreeCollisions only. My UserMeshCollisions works allright (bodies collide with it) but the rays do not work on it.

Elseif excellent work.
_vlad
 
Posts: 36
Joined: Mon Oct 11, 2004 5:39 pm

Postby Julio Jerez » Thu Nov 18, 2004 4:32 pm

Yes the ray cast work with user mesh collision, but you nee to provide your on ray casting routine.
These two functions

static void _cdecl MeshCollisionCollideCallback (NewtonUserMeshCollisionCollideDesc* collideDescData);
static float _cdecl UserMeshCollisionRayHitCallback (NewtonUserMeshCollisionRayHitDesc* lineDescData);



how can i play the demo?
Julio Jerez
Moderator
Moderator
 
Posts: 12249
Joined: Sun Sep 14, 2003 2:18 pm
Location: Los Angeles

Postby walaber » Thu Nov 18, 2004 9:12 pm

an error occurs on loading, and the program quits before anything comes onscreen.

I have VC++, so the debugger pops up asking if I want to debug...
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 » Fri Nov 19, 2004 5:51 am

Same problem here. Upon start the CLI-Runtime Debugging Service pops up and tells me that the application has caused an access violation in process-ID 1492 and thread-id 412.

P.S. : I have .NET 2.0 installed.
User avatar
Sascha Willems
Moderator
Moderator
 
Posts: 346
Joined: Fri Aug 27, 2004 10:18 am
Location: Germany

Postby _vlad » Fri Nov 19, 2004 5:01 pm

Julio : thanks for fast answer as always.
To play the demo run the exe in Debug/bin but
there are some issues with axiom programs, I think it has to do with directx versions (summer,b,c...). Here is a thread talking about this problem (it's still a little obscure i think): http://www.gamedev.net/community/forums ... _id=274952
Anyway, if you fail to run it, I'll put up an install program soon maybe, it should resolve these issues (automatically check for dependencies I was told).

Anyway, to motivate you to test my program here are the screenshots :
Image
Out of the hole
Image
In the looping
Image
Over the desk
Image
Will it make it ?
Image
Tony hawk style
Image
I'm landing on top of the looping, yes yes it's possible.
Image
Close-up view
Image
Over the desk (far angle)
The handling is very good.
_vlad
 
Posts: 36
Joined: Mon Oct 11, 2004 5:39 pm

Postby _Tux_ » Fri Nov 19, 2004 5:12 pm

cant get it going :( same error as before but i want to play it :D
_Tux_
 
Posts: 81
Joined: Wed Sep 08, 2004 10:38 am
Location: UK

Postby Julio Jerez » Fri Nov 19, 2004 5:19 pm

Dude I got to see this how can I run it?
Julio Jerez
Moderator
Moderator
 
Posts: 12249
Joined: Sun Sep 14, 2003 2:18 pm
Location: Los Angeles

Postby _vlad » Fri Nov 19, 2004 5:46 pm

Dude I got to see this how can I run it?

Ahah, I hoped so.
I've made the installer, should help you with the dependencies :
http://vlad-game-coding.site.voila.fr/P ... taller.zip
should be finished uploading a few minutes after my post.

I think I'll play one more game 8)
I'm working on the plane physics, could be cool also, indoor plane flying.
_vlad
 
Posts: 36
Joined: Mon Oct 11, 2004 5:39 pm

Postby Julio Jerez » Fri Nov 19, 2004 6:03 pm

Too bad I am working now but I will play before I am done for the day today. I have to make those jumps. :D :D
Julio Jerez
Moderator
Moderator
 
Posts: 12249
Joined: Sun Sep 14, 2003 2:18 pm
Location: Los Angeles

Postby _vlad » Fri Nov 19, 2004 6:09 pm

eheh
Every jump is possible.
But you must choose your speed carefully elseif you go offtrack before the jump. depends on jumps.
_vlad
 
Posts: 36
Joined: Mon Oct 11, 2004 5:39 pm

Postby _Tux_ » Fri Nov 19, 2004 6:13 pm

_vlad wrote:
Dude I got to see this how can I run it?

Ahah, I hoped so.
I've made the installer, should help you with the dependencies :
http://vlad-game-coding.site.voila.fr/P ... taller.zip
should be finished uploading a few minutes after my post.

I think I'll play one more game 8)
I'm working on the plane physics, could be cool also, indoor plane flying.



still doesnt work :(

opengl mode wrote:C:\Program Files\b\SetupNewtonAxiomCar\Newton Axiom Car>"axiom jeu test.exe"
OpenGL claimed that 'GL_ATI_vertex_streams' was supported, but couldn't find 'gl
VertexStream1sATI' entry point
OpenGL claimed that 'GL_ATI_vertex_streams' was supported, but couldn't find 'gl
VertexStream1svATI' entry point
OpenGL claimed that 'GL_ATI_vertex_streams' was supported, but couldn't find 'gl
VertexStream1iATI' entry point
OpenGL claimed that 'GL_ATI_vertex_streams' was supported, but couldn't find 'gl
VertexStream1ivATI' entry point
OpenGL claimed that 'GL_ATI_vertex_streams' was supported, but couldn't find 'gl
VertexStream1fATI' entry point
OpenGL claimed that 'GL_ATI_vertex_streams' was supported, but couldn't find 'gl
VertexStream1fvATI' entry point
OpenGL claimed that 'GL_ATI_vertex_streams' was supported, but couldn't find 'gl
VertexStream1dATI' entry point
OpenGL claimed that 'GL_ATI_vertex_streams' was supported, but couldn't find 'gl
VertexStream1dvATI' entry point

Unhandled Exception: System.Exception: Cannot create GL index buffer
at Axiom.RenderSystems.OpenGL.GLHardwareIndexBuffer..ctor(IndexType type, Int
32 numIndices, BufferUsage usage, Boolean useShadowBuffer)
at Axiom.RenderSystems.OpenGL.GLHardwareBufferManager.CreateIndexBuffer(Index
Type type, Int32 numIndices, BufferUsage usage, Boolean useShadowBuffer)
at Axiom.RenderSystems.OpenGL.GLHardwareBufferManager.CreateIndexBuffer(Index
Type type, Int32 numIndices, BufferUsage usage)
at Axiom.Core.MeshManager.CreatePrefabPlane()
at Axiom.Core.MeshManager.Initialize()
at Axiom.Core.MeshManager.Init()
at Axiom.RenderSystems.OpenGL.GLRenderSystem.InitGL()
at Axiom.RenderSystems.OpenGL.GLRenderSystem.CreateRenderWindow(String name,
Int32 width, Int32 height, Int32 colorDepth, Boolean isFullscreen, Int32 left, I
nt32 top, Boolean depthBuffer, Boolean vsync, Object target)
at Axiom.RenderSystems.OpenGL.GLSupport.CreateWindow(Boolean autoCreateWindow
, GLRenderSystem renderSystem, String windowTitle)
at Axiom.RenderSystems.OpenGL.GLRenderSystem.Initialize(Boolean autoCreateWin
dow, String windowTitle)
at Axiom.Graphics.RenderSystem.Initialize(Boolean autoCreateWindow)
at Axiom.Core.Root.Initialize(Boolean autoCreateWindow)
at AxiomSetup.Run(LoopSession parSession, SceneType sceneType, String worldFi
lename, Boolean parPhysicOn)
at AppMain.Main(String[] args)



d3d mode wrote:Device has been reset!

Unhandled Exception: System.IO.FileLoadException: The located assembly's manifes
t definition with name 'Microsoft.DirectX' does not match the assembly reference
.
File name: "Microsoft.DirectX"
at Microsoft.DirectX.DirectInput.Device..ctor(Guid deviceGuid)
at Axiom.Platforms.Win32.Win32InputReader.InitializeImmediateKeyboard()
at Axiom.Platforms.Win32.Win32InputReader.InitializeKeyboard()
at Axiom.Platforms.Win32.Win32InputReader.Initialize(RenderWindow window, Boo
lean useKeyboard, Boolean useMouse, Boolean useGamepad, Boolean ownMouse)
at AxiomSetup.Run(LoopSession parSession, SceneType sceneType, String worldFi
lename, Boolean parPhysicOn)
at AppMain.Main(String[] args)

=== Pre-bind state information ===
LOG: DisplayName = Microsoft.DirectX, Version=1.0.1901.0, Culture=neutral, Publi
cKeyToken=31bf3856ad364e35
(Fully-specified)
LOG: Appbase = C:\Program Files\b\SetupNewtonAxiomCar\Newton Axiom Car\
LOG: Initial PrivatePath = NULL
Calling assembly : Microsoft.DirectX.DirectInput, Version=1.0.1901.0, Culture=ne
utral, PublicKeyToken=31bf3856ad364e35.
===

LOG: Publisher policy file is not found.
LOG: Host configuration file not found.
LOG: Using machine configuration file from C:\WINDOWS\Microsoft.NET\Framework\v1
.1.4322\config\machine.config.
LOG: Post-policy reference: Microsoft.DirectX, Version=1.0.1901.0, Culture=neutr
al, PublicKeyToken=31bf3856ad364e35
LOG: Attempting download of new URL file:///C:/Program Files/b/SetupNewtonAxiomC
ar/Newton Axiom Car/Microsoft.DirectX.DLL.
WRN: Comparing the assembly name resulted in the mismatch: Build Number


:(


ive got a radeon 9700 pro and dx9c


but it does load a rendering window this time (didnt used to get that far)

the log is at http://www.vadertrophy.com/files/AxiomEngine.log

hope it helps :)
_Tux_
 
Posts: 81
Joined: Wed Sep 08, 2004 10:38 am
Location: UK

Postby _vlad » Fri Nov 19, 2004 6:26 pm

It's a directx mismatch problem.
Axiom uses DirectInput whether you use DirectX or OpenGL for rendering.
When I link my dependencies in visual studio, I have the choice of 3 directx version of each dll. I have to choose version 1.0.2902.0 don't know how it could help but maybe.
Also check the Axiom forums if you want to find the solution, it is there :
http://axiomengine.sourceforge.net/modules.php?name=Forums
They explain something about directx summer and updates somewhere
_vlad
 
Posts: 36
Joined: Mon Oct 11, 2004 5:39 pm

Postby _vlad » Fri Nov 19, 2004 6:27 pm

and about installing managed extensions for directx.
_vlad
 
Posts: 36
Joined: Mon Oct 11, 2004 5:39 pm

Postby _Tux_ » Fri Nov 19, 2004 6:36 pm

ive got the summer 2004 dx sdk installed....

and my dxdiag is showing the managed dx components as installed
_Tux_
 
Posts: 81
Joined: Wed Sep 08, 2004 10:38 am
Location: UK

Next

Return to User Gallery

Who is online

Users browsing this forum: No registered users and 17 guests

cron