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PoV
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PostPosted: Fri Oct 29, 2010 8:07 pm    Post subject: Reply with quote

syn9ne wrote:
4 teleporting tunnels

12 track forks

And the sound of maniacal laughter.
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Sirocco
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PostPosted: Sat Oct 30, 2010 5:44 am    Post subject: Reply with quote

Good god. It sounds like Yoshi's track from MarioKart 64.
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Bean
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PostPosted: Sat Oct 30, 2010 12:14 pm    Post subject: Reply with quote

I hope that's only 1 lap :O


-Bean
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syn9ne
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PostPosted: Sat Oct 30, 2010 2:54 pm    Post subject: Reply with quote

>D

im actually going to experiment with a non lap based system. also, you can easily go against traffic. instead im going to try to make it objective based in some way. as well as promote the use of weapons.
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Sirocco
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PostPosted: Sat Oct 30, 2010 3:17 pm    Post subject: Reply with quote

Ooh... nice. A race that isn't a race. I was always a big fan of Deathtrack (the original; haven't played the sequel)... guns + racing is always a winner :)
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xearthianx
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PostPosted: Sat Oct 30, 2010 6:18 pm    Post subject: Reply with quote

Sirocco wrote:
guns + racing is always a winner

Ooooh... that sounds familiar.
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syn9ne
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PostPosted: Sun Oct 31, 2010 2:17 pm    Post subject: Reply with quote

oooo, that game looks awesome! yea, i'm def not trying to win any awards for innovation, i'll be happy enough just to release it.
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syn9ne
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PostPosted: Sun Apr 08, 2012 9:54 am    Post subject: Reply with quote

/me awakens the zombie thread!

just spent about 16 hours working on a random skyscraper generator:

blender mockup:


ingame:


was it worth 16 hours? not sure... but it was a good exercise in vector and linear algebra :D
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Sirocco
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PostPosted: Sun Apr 08, 2012 10:02 am    Post subject: Reply with quote

I like the idea. You could combine it with several other generators to make a city in the background, with different types of buildings being complemented by the skyscrapers.
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syn9ne
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PostPosted: Sun Apr 08, 2012 10:12 am    Post subject: Reply with quote

yup, that's the idea. as well as ensuring they are within certain polygon budgets. a lot of these buildings will be connected by pedestrian bridges also
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n29
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PostPosted: Mon Apr 09, 2012 4:12 pm    Post subject: Reply with quote

That's kick ass, can't wait to see it in game!
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syn9ne
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PostPosted: Wed Jun 20, 2012 7:53 am    Post subject: Reply with quote

Welp, I'm about to have exams at school and feeling that last minute itch to procrastinate and work on something.

i took the opportunity to work on my physics routines. earlier in this semester i had to write euler and runge-kutta-4 integrators for school. initially i was just looking through for ways to extend/optimize it when i realized that i should write a dedicated multipurpose integrator class.

so i wrote an Euler integrator that can integrate 2nd order non linear ODEs in the form of

mu'' = -ku - gu'' + F

m = mass, k = spring constant or oscillation factor, g = drag coefficient or dampening factor, F = force.

u'' = acceleration, u' = velocity, u = position

the integrator integrates position and velocity in one step to reduce the 2nd order equation to 1st order.

so once acceleration is calculated position is integrated as

position += velocity * dt;
velocity += acceleration * dt;

this turned out pretty nice. i had a weight moving in a box with gravity applied, then it only took ~5 minutes to create a spinning barbell with springs attached to the weight.

after that i figured since adding springs only took a few minutes i'd make compound series springs... this probably took several hours =[

but, i was able to create something like a springy rope.


http://syn9.thehideoutgames.com/download/physics.zip
controls = arrow keys

that was about 8 hours of work, and it was midnight. still not satisfied i decided i wouldn't go to bed until i made something pretty :)

I decided to make a particle demo. this demo consists of 2 types of particles, one that is a normal 3d particle with R3 x,y,z coordinates. the second is a swirling particle with r, theta, y cylindrical coordinates. both use the same integrator with random initial velocities. i also randomized their drag coefficients to give it a more organic feel.


http://syn9.thehideoutgames.com/download/blue.zip
controls = up/down/space_bar

these run on windows, but you may need the MSVC runtimes.
https://www.microsoft.com/en-us/download/details.aspx?id=8328 (x86)

also, one big difference in this as opposed to my previous engines is that the physics updates at a fixed 100hz independent of game frame rate. it should only have visible slow down if fps drops < 20.

In the ball-spring demo the weight also uses some forward position calculation to anticipate where it should draw the weight. it basically takes the change in position between physics updates and multiplies it by 1.1 to draw slightly ahead of the physics engine. this really helped reduce the visual choppiness if the frame rate took an unexpected momentary dive.

it was a pretty good exercise and will end up as a general use fixed time integrator for physics and animation for Zero GTR and my future projects.
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Bean
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PostPosted: Wed Jun 20, 2012 8:22 am    Post subject: Reply with quote

I'm on android at the moment so I can't check out the demo but I'm really liking your buildings. They're highly interesting yet when you see them you still know that they're buildings. Which is impressive considering they're untextured and quite unusual.

-Bean
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Sirocco
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PostPosted: Sun Jun 24, 2012 5:33 pm    Post subject: Reply with quote

PoV did a bunch of work with verlets and assorted physics goodness a few years back. I always meant to play around with that stuff, but never quite got so far as to start down that road. Math makes my head hurt :)

The closest I got was a 2D vector-based movement model with gravity, attraction, repulsion, and bouncing.
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syn9ne
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PostPosted: Fri Jul 20, 2012 7:16 pm    Post subject: Reply with quote

a little teaser to show the project is still alive :D


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Jonge
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PostPosted: Fri Jul 20, 2012 11:54 pm    Post subject: Reply with quote

Looks beautiful! :-)
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syn9ne
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PostPosted: Mon Jul 23, 2012 5:37 pm    Post subject: Reply with quote

thanks :D i've brought on a guy from school who wants to get into concept art and modeling professionally.
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syn9ne
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PostPosted: Sun Jul 29, 2012 3:51 pm    Post subject: Reply with quote

Working on a procedural track generator that can create multi-lane highways with on/off ramps and merging


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IMakeGames
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PostPosted: Wed Aug 01, 2012 10:22 am    Post subject: Reply with quote

Wow, the intersection looks spiffy! So the intersections themselves are procedurally generated as well? I'm curious if you used some sort of mathematical/pathing conecepts.

How are the curves constructed? Bezier? Spline? Or something else?
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syn9ne
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PostPosted: Wed Aug 01, 2012 2:56 pm    Post subject: Reply with quote

thanks!

the curves are cubic splines. for right now you can't modify the spline control points, but that may change in the future.

the intersections are not procedurally generated yet, but eventually they will be since they are mostly standard X, Y, T intersections and creating each one is a bit time consuming.

the next big step is to have the editor procedurally create the track model from the splines.
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syn9ne
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PostPosted: Mon Aug 06, 2012 9:18 am    Post subject: Reply with quote

work on the map editor is coming along smoothly and i've begun building the map for the game prototype.

this image shows the major X interchange at the center of the city. this will be high in the air, weaving through skyscrapers. Also, it shows a loop around the south side of the city.


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Jonge
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PostPosted: Mon Aug 06, 2012 12:35 pm    Post subject: Reply with quote

Looks cool =)

Is it two lanes, a tunnel or.. ?
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syn9ne
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PostPosted: Mon Aug 06, 2012 6:43 pm    Post subject: Reply with quote

Thanks. Each red line is an individual lane. eventually a track will be procedurally generated around these splines. this is a method i've employed before for previous versions of this engine:



however, in previous versions the track could not split/merge, whereas this one will be able to.
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syn9ne
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PostPosted: Sun Dec 16, 2012 11:06 pm    Post subject: Reply with quote

small update: a sky city highway interchange.


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syn9ne
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PostPosted: Mon Dec 17, 2012 10:48 am    Post subject: Reply with quote

update from the map editor:


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