Share with us how are you using the powerrrr of the force
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by Julio Jerez » Fri Mar 04, 2005 8:19 pm
Wow Walaber I just tested you stung playground, outstanding, how you get the car to be so stable and solid?
You have put lot of work on modeling and texturing this, I like everything,
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Julio Jerez
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by walaber » Fri Mar 04, 2005 9:19 pm
thanks! I have an even more stable and improved beta release in the works, I hope to have it ready in the next few days. It will feature several cars to choose from, and the ability to save/load your arena setups

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 » Wed Mar 09, 2005 5:32 am
BETA RELEASE 2!
Here's an updated version of the game, that should fix many of the problems people had, and also adds some new stuff:

2 cars to choose from

updated car physics

ability to save/load arenas!

automatic transmission added!
there are still some bugs, but it's much more stable than in the last relase. obviously the scale is off on some of the props, I'll get to work on that.
a few screenshots for fun:
same
DOWNLOAD LINK
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 Thomas » Wed Mar 09, 2005 8:54 am
very cool! i like your style.
some suggestions:
- a game like this needs a demo recording function
- for faster editing copy/paste + multiple selection would be nice
(it still crashes occasionally for example when i click on <go>.)
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by walaber » Fri Mar 11, 2005 7:38 am
update- I've added several new camera angles, as well as an instant replay system, which I'm pretty excited about! it works great so far...
I can't decide when to release another demo... perhaps I should wait until I have a few more features / models / textures done before releasing again...
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 Mar 12, 2005 1:15 am
new videos!!
both of these videos are live from in-game, from the instant replay system. basically I record keyframes when objects move (done through the Newton transform_callback), and then during the replay I ignore physics, and just interpolate between the keyframes. it works beautifully, and you can go right back to driving after watching a replay.
the 2nd video is especially impressive, condisering that the car has a mass of approx 800, and the 2x4 planks it is driving on have a mass MUCH smaller.
REPLAY VIDEO 1 - "smart" car crashing into a stack of barrels... played in forward/reverse from several angles.
REPLAY VIDEO 2 - here you can see another replay featuring the "GT" car, with some of the re-scaled props. notice how when I step on the gas the props under the wheels get pushed back realistically

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 BigB » Sat Mar 12, 2005 6:00 am
Very cool walaber
The previous build would not run at all here (it was crashing), but now runs fine.
My only complain would be the camera, its not allways "pointing" to where we want.
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by walaber » Sat Mar 12, 2005 6:26 am
thanks. I've already added new camera views, as you can see from the videos I posted. right now there are about 8 different views, but it's really easy to add more.
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 tomek » Sat Mar 12, 2005 8:04 am
Walaber - how did you make 800kg car stable with 1.31???
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by kjelle69 » Sat Mar 12, 2005 2:32 pm
In CarLab there is no problem making an 800 Kg car stable:
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Gravity :9
Weight of Car :839
Front SpringTension :1.70000004768
Front ShockCoefficient :0.75
Front Length of spring :0.300000011921
Front Wheelmass :4
Rear SpringTension :1.70000004768
Rear ShockCoefficient :0.75
Rear Length of spring :0.300000011921
Rear Wheelmass :4
Frontwheel width :1
Frontwheel Radius :1
Rearwheel Width :1
Rearwheel Radius :1
Frontwheel x offset :-1.10000002384
Frontwheel y offset :0.10000000149
Frontwheel z offset :0.699999988079
Rearwheel x offset :1.20000004768
Rearwheel y offset :0.10000000149
Rearwheel z offset :0.699999988079
Static Friction :12
Dynamic Friction :12
MaxBrake :250000
MaxTorque :1039
Framerate :120
MaxSideSleepSpeed :0
SideSleepCoeffic :0.419999986887
LongitudalSlideSpeed :0
LongitudalSlideCoeffic :0.0599999986589
Elasticity :0.800000011921
Softness :1
Linear damping :0.0500000007451
Angular Damping :0.300000011921
Front Wheel Drive :0
All Wheel Drive :0
Rear Wheel Drive :1
-------------------------------------
NICE Vidcaps Walaber !!!!
Last edited by
kjelle69 on Sat Mar 12, 2005 3:04 pm, edited 1 time in total.
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kjelle69
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by tomek » Sat Mar 12, 2005 2:43 pm
Hmm I thought max allowed spring and damper coefficients are 1.0...
I've got to give it a try as I would like to use new 1.31 and 1.32 features
Thanks

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by tomek » Sat Mar 12, 2005 2:45 pm
aaaaaaaaah
mass is 800 but gravity is 9:) I've got gravity of 30 and balance gravity of 60:))))
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by _Tux_ » Sat Mar 12, 2005 2:48 pm
tomek, what tire weight do you use?
my vehicle is 1768KG and my tyres are 5kg and with 1.32 my car got up to 125mph on the backstreight of my track

(in 1.30 it could only do 60 before loosing tire grip and i have to turn downforce on).
it seems, with the old vehicle solver heavy tires = good, with the new solver it accepts more real tire masses (5kg etc)
but my car is now bouncy

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by tomek » Sat Mar 12, 2005 2:51 pm
ok I've got 1200kg car stable but wheels are going up and down a bit all the time - is there any way of removing this??
By the way - kinectic friction is much stronger with 1.32
EDIT: it's not the friction that is stronger

I made tires 1kg heavy instead of 50kg and they don;t have a grip... 50kg or even 20kg tires cause this jumpy behaviour...
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by Julio Jerez » Sat Mar 12, 2005 2:58 pm
Yes that was the bug that cause some strange behavior with friction and collision penetration, it should be must better all around now.
I found that out when porting to the Mac, for some reason this is more notizable on Macs than it is in the PC.
It is a good thing I did other wise it would state there a long time.
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