Racing game - Questions
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Re: Racing game - Questions
you could always make two features in a matter work together to for the bridge
Re: Racing game - Questions
Movecontrol ignores physics, any way to prevent that?
Re: Racing game - Questions
That's the whole point of its existence.Hoi wrote:Movecontrol ignores physics, any way to prevent that?
Re: Racing game - Questions
Personally, just because they're much more rare, I'd do a plane game - just use lots of high mountains and features with very frequent checkpoints so that the player must hug the ground to win. But either way, Spring isn't the right engine for it for one simple reason: the synchronized netcode model. Racing games are about twitch. Sync'd clients means that the user sees everything he did one full loopback after he did it. For a twitch game, that's lethally bad.
Really, you're going to have to learn to code in C/C++ for this, because there aren't any nice, scripting-friendly open-source 3D racing games. There are many good open-source racing games, but they're all written in native code that would be hard to hack without a lot of careful study.
Basically, to do this any time soon, you'll have to study programming full-time for about a year at least, if not more. Otherwise, be ready to compromise some or all of your goals.
Really, you're going to have to learn to code in C/C++ for this, because there aren't any nice, scripting-friendly open-source 3D racing games. There are many good open-source racing games, but they're all written in native code that would be hard to hack without a lot of careful study.
Basically, to do this any time soon, you'll have to study programming full-time for about a year at least, if not more. Otherwise, be ready to compromise some or all of your goals.
Re: Racing game - Questions
http://www.balbacratz.com/net_images/
****edit* copypaste the link into a new window, for some reason it crashes shockwave for me when i click directly on the link from this forum
how about something like this, hoi?
it's made in macromedia director, i did it a few years ago for school. it's based on a free tutorial i believe that was on 3dlinks... i had a lot of fun making it, and the beautiful part was that all of the code was already made in modules (it's hard to explain how it works, but all i had to do right off the bat was clickdrag a premade behavior onto the 3d model and change some settings, after which i added more code, but the majority of what you need is right there.) it would be easy enough to make a map with waypoints included right in 3ds max and code director to obey them
director has support for multi-user clients, so i dont think it's too much of a stretch to imagine that you could turn this into something fun and playable, i've seen many tutorials on how to make multiplayer lobbies for games like this.
this uses havok physics, which is why it looks so sexy when the car rolls around and what enables you to smash through the boxes and rocks and such; this might present an easy alternative to making a racing game in spring; certainly coding for director is a lot (a LOT A LOT) easier than coding in C++. it's a lot like flash, but with more pseudocode.
stuff i used :
3dsmax 6 (has to be 6, any earlier or later versions will not export havok information for your model)
macromedia fireworks
macromedia director MX
if you're interested, pm me and i'll give you the sauce.
arrow keys to move, f to flip the car if you turtle it.
****edit* copypaste the link into a new window, for some reason it crashes shockwave for me when i click directly on the link from this forum
how about something like this, hoi?
it's made in macromedia director, i did it a few years ago for school. it's based on a free tutorial i believe that was on 3dlinks... i had a lot of fun making it, and the beautiful part was that all of the code was already made in modules (it's hard to explain how it works, but all i had to do right off the bat was clickdrag a premade behavior onto the 3d model and change some settings, after which i added more code, but the majority of what you need is right there.) it would be easy enough to make a map with waypoints included right in 3ds max and code director to obey them
director has support for multi-user clients, so i dont think it's too much of a stretch to imagine that you could turn this into something fun and playable, i've seen many tutorials on how to make multiplayer lobbies for games like this.
this uses havok physics, which is why it looks so sexy when the car rolls around and what enables you to smash through the boxes and rocks and such; this might present an easy alternative to making a racing game in spring; certainly coding for director is a lot (a LOT A LOT) easier than coding in C++. it's a lot like flash, but with more pseudocode.
stuff i used :
3dsmax 6 (has to be 6, any earlier or later versions will not export havok information for your model)
macromedia fireworks
macromedia director MX
if you're interested, pm me and i'll give you the sauce.
arrow keys to move, f to flip the car if you turtle it.
Re: Racing game - Questions
So you're saying that I should eh.. use the havok psychics as a gadget?
Re: Racing game - Questions
We had this conversation in chat but for the benefit of others as crazy as Hoi here is a free, GPL'd, lua scriptable engine with opengl, openal, physics, collisions, steering, shaders, md3 import and everything a racing game would need (including a free demo of a hoverjet racing game).
Videos
http://uk.youtube.com/watch?v=ydXe7ePtfwE
http://uk.youtube.com/watch?v=RP9v-XcuLqA&NR=1
Home Page
http://apocalyx.sourceforge.net/
Just add weapons, raised tracks, and powerups to Hoverjet Racer and you're 90% done.
Videos
http://uk.youtube.com/watch?v=ydXe7ePtfwE
http://uk.youtube.com/watch?v=RP9v-XcuLqA&NR=1
Home Page
http://apocalyx.sourceforge.net/
Just add weapons, raised tracks, and powerups to Hoverjet Racer and you're 90% done.