tag:blogger.com,1999:blog-20604830694952109582024-03-13T21:08:17.021-07:00Magnon-RacerYou should not care about physics right now, just drive
<img align="top" src="http://3.bp.blogspot.com/_XWpl-FyMkAY/TMyYyKY4LSI/AAAAAAAAAEs/qN-62wCRTZM/S1600-R/Logo_little.png">FreetimeCoderhttp://www.blogger.com/profile/07819242487873933906noreply@blogger.comBlogger16125tag:blogger.com,1999:blog-2060483069495210958.post-73205271862463803142011-03-18T03:34:00.000-07:002011-03-18T03:34:37.597-07:00Cubic InterpolationI have been working on a new waypoint system. The old one which actually used "points" did not work out for smooth navigation. For tracks with a curvy street it was necessary to place a whole lot of points for every turn, which is bad for a racing game that intends to use many curves. So I read myself into calculating <a href="http://en.wikipedia.org/wiki/B%C3%A9zier_curve">Bézier Curves</a> to create a suitable navigation system and this is what it turned out to be:<br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://lh4.googleusercontent.com/-yiWQgUrmLF4/TYMzos5mUfI/AAAAAAAAAFA/CMJpZRwwcjc/s1600/bezierwaypoints.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="310" src="https://lh4.googleusercontent.com/-yiWQgUrmLF4/TYMzos5mUfI/AAAAAAAAAFA/CMJpZRwwcjc/s400/bezierwaypoints.jpg" width="400" /></a></div>The yellow lines ar the tangents for the bezier curve. Every waypoint has four tangents which are connected in this image, that means they work as if the point had two tangents, but it is also possible to disconnect them. The dashed line is the auto calculated middle line of the street.<br />
<br />
Then I included this system into the editor:<br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://lh3.googleusercontent.com/-Cd-lPFh8wSg/TYM0oGCj_CI/AAAAAAAAAFE/2HHh9mlmekk/s1600/magnon_waypoints.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="278" src="https://lh3.googleusercontent.com/-Cd-lPFh8wSg/TYM0oGCj_CI/AAAAAAAAAFE/2HHh9mlmekk/s400/magnon_waypoints.jpg" width="400" /></a></div>At the moment I try to make the AI work with the new system.<br />
<br />
greetingsAnonymousnoreply@blogger.com1tag:blogger.com,1999:blog-2060483069495210958.post-46127317945200294552011-01-26T14:16:00.000-08:002011-01-26T14:17:56.117-08:00SPARKLING (no pun intended)Hey,<br />
<br />
I tested the selfmade engine for performance und such things, and it is even slower than the Irrlicht built-in engine :-( Because I already have to be careful of what to pack into Magnon to not decrease performance to much I decided to instead use SPARK: A free OpenGL based particle engine wich has already been wrapped for Irrlicht. SPARK is faster than the built-in and provides much more features. However, it does not permit dynamically attatching emitters to particles (at least not yet :-P) but that's ok. The implementation for Magnon is almost complete, then the cars can have fancy dust trails and water splashes. But also fire, lighting, rain, snow, you name it. Just a matter of how much particles can be calculated without draining too much of the FPS.<br />
<br />
Anyway, here's a pic:<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/_XWpl-FyMkAY/TUCdGxFQDkI/AAAAAAAAAE4/bo9wRS09ItM/s1600/particles.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="480" src="http://3.bp.blogspot.com/_XWpl-FyMkAY/TUCdGxFQDkI/AAAAAAAAAE4/bo9wRS09ItM/s640/particles.jpg" width="640" /></a></div>You can see sparks, a thunder cloud, a tornado and some aurora-like effect.<br />
<br />
greetingsAnonymousnoreply@blogger.com0tag:blogger.com,1999:blog-2060483069495210958.post-44470034368465047082010-12-31T10:23:00.000-08:002010-12-31T10:25:37.420-08:00<div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div>Heyho,<br />
<br />
<span class="postbody">I have been working on a particle engineand created a little scene that fits the date:</span><br />
<span class="postbody"><object height="385" width="480"><param name="movie" value="http://www.youtube.com/v/TwuAAg5mk3Q?fs=1&hl=de_DE"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/TwuAAg5mk3Q?fs=1&hl=de_DE" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object> </span><br />
<span class="postbody">Everything is configured before the programm's mainloop, after that I only use the update and render functions of the system. I am still busy implementing affectors and different emitters, once that is done I will show more effects. </span><br />
<br />
<span class="postbody">Greetings & Happy New Year! </span>Anonymousnoreply@blogger.com0tag:blogger.com,1999:blog-2060483069495210958.post-43238222398999202562010-12-03T07:44:00.000-08:002010-12-03T07:44:21.097-08:00GourceHi,<br />
<br />
not much text this time, just a movie:<br />
<object height="385" width="480"><param name="movie" value="http://www.youtube.com/v/iclx8SI5zfg?fs=1&hl=de_DE"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/iclx8SI5zfg?fs=1&hl=de_DE" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object><br />
I found this nice programm called Gource. It creates an animation from the log of an svn repository. This is the log of Magnon.Anonymousnoreply@blogger.com0tag:blogger.com,1999:blog-2060483069495210958.post-59997442194689181762010-10-29T07:55:00.000-07:002010-10-29T07:55:52.740-07:00Pushing the Buttons, Flipping the SwitchesStop, Menutime!<br />
While it was taking hours to do some gui in funracer, because I hardcoded everything myself, I now use CEGUI, which is an awesome skinable gui. Until now I have only focused on making it usable, rather than looking good. I am using a skin that is included within the CEGUI sdk. It's all grey'n'grey, yet.<br />
Still, here are some screenshots:<br />
<div class="separator" style="clear: both; text-align: left;"><a href="http://1.bp.blogspot.com/_XWpl-FyMkAY/TMrfEJ4fg-I/AAAAAAAAAEk/2qF8AtCrDmQ/s1600/magnon_map_menu.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="250" src="http://1.bp.blogspot.com/_XWpl-FyMkAY/TMrfEJ4fg-I/AAAAAAAAAEk/2qF8AtCrDmQ/s320/magnon_map_menu.jpg" width="320" /></a></div>The map selection menu<br />
<div class="separator" style="clear: both; text-align: left;"><a href="http://1.bp.blogspot.com/_XWpl-FyMkAY/TMrfF7uOM4I/AAAAAAAAAEo/SxX8tgiJaH8/s1600/magnon_car_menu.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="250" src="http://1.bp.blogspot.com/_XWpl-FyMkAY/TMrfF7uOM4I/AAAAAAAAAEo/SxX8tgiJaH8/s320/magnon_car_menu.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: left;">and this is the car menu. The menus for video-, audio- and controloptions are also fully usable.</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">I am still waiting for that correct motor setup for the cars, but the other programmer has started his bachelor studies, so his time is limited - again.</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">greetings</div>Anonymousnoreply@blogger.com0tag:blogger.com,1999:blog-2060483069495210958.post-5435782100183207322010-09-18T10:00:00.000-07:002010-09-18T10:00:40.503-07:00Along the wayThings are going well so far, I implemented rudimentary AI and waypoints. Turns out better than expected. I also finished the LoD system completly. (Yea, I said I finished it before, but you know, bugfixes and stuff takes time) Implementing the loading routine for Cars is almost finished, too. Only the shaders are missing, which is not a high priority right now. I will continue by implementing the other objects you need for a map and finally a loading routine. Coupled with the AI I could already call it a racing game. Plus most of the classes and other programming stuff is the same or at least very similar with the car handling, so most work would be copying code and make that work somehow.<br />
<br />
After that the rest should be menu- and managementcode. The boring stuff you know, but who wants a console operated 3d racing game? (Not offending unix cracks of experts of course)<br />
<br />
Enough code talk, graphics are another topic. However, there will be no screenshot this time. Myself being busy coding for magnon, for a competition and for my job, I have had no time to create 3d content and the modeller has not much time either since he started going to school again.<br />
<br />
So when the gamecode is finished I suppose we have to start a content creation session.<br />
<br />
greetingsAnonymousnoreply@blogger.com0tag:blogger.com,1999:blog-2060483069495210958.post-61699218414126104312010-08-19T12:07:00.000-07:002010-08-19T12:07:58.416-07:00Some boring tech going onHey!<br />
<br />
<a href="http://2.bp.blogspot.com/_XWpl-FyMkAY/TG1_Mjig-NI/AAAAAAAAAEU/IDECOvFcIIA/s1600/magnon_raycar.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="150" src="http://2.bp.blogspot.com/_XWpl-FyMkAY/TG1_Mjig-NI/AAAAAAAAAEU/IDECOvFcIIA/s200/magnon_raycar.jpg" width="200" /></a>I said I would change the system and I did. A few adjustments here and there and I can finally concentrate on things that really _show_ the progress.<br />
The only thing I can do now is showing debug output to prove I did something. You can see the speed of the tires (green lines) and the stabilizer (orange/teal lines) and you would see the gravity and spring lines if the car were not covering them.<br />
All in all it was a lot of headache to calculate all the matrices and apply the forces correctly.<span style="font-size: xx-small;"> </span><br />
<br />
<span style="font-size: xx-small;">(Yay loopings!)</span><br />
<br />
Also some more feedback would be nice, I know someone is reading this blog (analytics)! We always appreciate positve ("Yay cool project") and constructive ("Yo models suck") comments ;)<br />
<br />
greetingsAnonymousnoreply@blogger.com0tag:blogger.com,1999:blog-2060483069495210958.post-52696108424175191682010-07-15T14:07:00.000-07:002010-07-15T14:07:12.110-07:00Even slow progress is progressHi,<br />
<br />
I know it has been a while, but even rome wasn't built in a day. The LoD system is up and running and my work at the editors is finished for now. So I have started working on the actual game but progress is slower than expected.<br />
One of the reasons is that Newton does not work as it should - no that is not exactly right, it is not working as fast as I would want it to. On ground with little detail it works perfectly, but on rough terrain (such as off road) with many bumps and therefore many polygons Newton has to calculate alot of collisions. The calculations are accurat, but the frame rate drops form 300 to 21 frames per second. And that with just one car. So I started to create a hybrid physics engine. The car's forces are still controlled by Newton, but the tires do not directly interact with the ground. I use raycasting for that. Or better to say: I want to use it. A rudementary raycasting engine is already implemented and suspension forces work as they should, but the tires often spin out of controll and I haven't yet found the cause.<br />
<br />
Another thing I have been working on was the HUD:<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://1.bp.blogspot.com/_XWpl-FyMkAY/TD93cxzwdHI/AAAAAAAAAEM/JNwkgATJSzA/s1600/magnonhud.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="300" src="http://1.bp.blogspot.com/_XWpl-FyMkAY/TD93cxzwdHI/AAAAAAAAAEM/JNwkgATJSzA/s400/magnonhud.jpg" width="400" /></a></div>(Most of the work was done by the designer of course, I only implemented a bit of code for this)<br />
In the upper left corner is the time displayed. On the right you can see the current position and beneath that the current lap. In the right lower corner I placed the displays for speed, rotation speed and nitro. And on the other side we have the shady grey map overview with colored spots for the opponents.<br />
<br />
Thats all for now,<br />
see ya!Anonymousnoreply@blogger.com0tag:blogger.com,1999:blog-2060483069495210958.post-76220225724220675042010-06-19T13:22:00.000-07:002010-06-19T13:22:24.938-07:00Out of the Sketchbook 2<div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/_XWpl-FyMkAY/TB0leavCVFI/AAAAAAAAAD8/heLc91sKOGc/s1600/gallardo.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="135" src="http://3.bp.blogspot.com/_XWpl-FyMkAY/TB0leavCVFI/AAAAAAAAAD8/heLc91sKOGc/s200/gallardo.jpg" width="200" /></a><a href="http://2.bp.blogspot.com/_XWpl-FyMkAY/TB0liTw5zSI/AAAAAAAAAEE/wLZeDU1n5b4/s1600/loewe.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="135" src="http://2.bp.blogspot.com/_XWpl-FyMkAY/TB0liTw5zSI/AAAAAAAAAEE/wLZeDU1n5b4/s200/loewe.jpg" width="200" /></a><a href="http://4.bp.blogspot.com/_XWpl-FyMkAY/TB0lcMuQZqI/AAAAAAAAAD0/dYP51YvhQLM/s1600/Dagger.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="135" src="http://4.bp.blogspot.com/_XWpl-FyMkAY/TB0lcMuQZqI/AAAAAAAAAD0/dYP51YvhQLM/s200/Dagger.jpg" width="200" /></a></div><br />
Freedom!<br />
With the final exams gone and passed (yeah!) I have more time available for Magnon. Most of the Car- and MapEditor functions are allready up and running. I am currently working on rudimentary a <a href="http://en.wikipedia.org/wiki/Level_of_detail">LoD</a> system. <br />
<br />
I know this post is boring so far, aside from the 'still alive' message, so I decided to publish screenshots of some of the cars done by PL-Fighter.<br />
(The color can be customized by the player)<br />
<br />
<br />
So long.Anonymousnoreply@blogger.com0tag:blogger.com,1999:blog-2060483069495210958.post-17093682071478880232010-04-23T14:51:00.000-07:002010-04-23T14:52:28.937-07:00You should not care about physics...<span id="goog_801716676"></span><span id="goog_801716677"></span><a href="http://draft.blogger.com/"></a><br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://2.bp.blogspot.com/_XWpl-FyMkAY/S9IQ4JciUsI/AAAAAAAAADw/XEStlJUCwQE/s1600/car_editor.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="150" src="http://2.bp.blogspot.com/_XWpl-FyMkAY/S9IQ4JciUsI/AAAAAAAAADw/XEStlJUCwQE/s200/car_editor.jpg" width="200" /></a></div>... but I have to. The car somehow has to stay on the ground.Until now I have used my own physics calculations for that, it was work enough to handle correct orientation and gravity, but since I have been testing how my system reacts to none-four-wheel vehicles things got out of control. So I began searching for a physics engine that suited my needs. First I took a look at <a href="http://www.tokamakphysics.com/">Tokamak</a><i></i>, but the engine was not really able to do what I wanted and seems to be dead for a while now. Then I tried <a href="http://ode.org/">Ode</a> and at first it seemed to be the right engine. Thanks to <a href="http://www.blogger.com/post-edit.g?blogID=2060483069495210958&postID=1709368207147888023" name="p7466"></a> <span class="postauthor">Brainsaw's <a href="http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=33292&postdays=0&postorder=asc&start=0">IrrOde</a> wrapper for Irrlicht I was soon able to use it properly. There was a catch though: Ode seems to be not finished yet. For example, such things as Cylinder to Cylinder collision did not work. Next on the list was <a href="http://newtondynamics.com/forum/newton.php">Newton</a>. There also is a Irrlicht Wrapper: </span><span class="name">white tiger</span>'s <a href="http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=17698&postdays=0&postorder=asc&start=0">IrrNewt</a>. It already has an IVehicle base class (ICar too, but that is to specific for my needs) that I can use and so far I have not found anything that would make me reconsider the choice.<br />
<br />
<i><span class="postdetails">So what's the screenshot about? </span></i><br />
<span class="postdetails">That is the beginning of the Car-Editor. If everything works out, it will be able not only to make cars, but also motorcycles, three wheelers or even hover vehicles. I know, it basically looks like the Map Editor. That is because I simply took the gui of it as a basis for the new editor. However, I removed many things - the Car-Editor will not be as complicated as it's relative.</span><br />
<span class="postdetails"><br />
</span><br />
<span class="postdetails">Bye</span>Anonymousnoreply@blogger.com0tag:blogger.com,1999:blog-2060483069495210958.post-28691316487010464072010-03-28T08:38:00.000-07:002010-03-29T11:08:53.740-07:00Trio Team<div class="separator" style="clear: both; text-align: center;"><a href="http://1.bp.blogspot.com/_XWpl-FyMkAY/S691m0BUTJI/AAAAAAAAADE/mv1QBnQYuTw/s1600/designconcept.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="204" src="http://1.bp.blogspot.com/_XWpl-FyMkAY/S691m0BUTJI/AAAAAAAAADE/mv1QBnQYuTw/s320/designconcept.jpg" width="320" /></a></div>The long existing Magnon duet became a trio. We have a new programmer who should start his work soon. We are currently in a phase of integrating him into the project.<br />
Because I was the only programmer until now, the whole system concept existed in my mind and I have to write it down for him now. That will take some time, but I think it is a good investment. However, the project will not continue with twice the speed at first, because my final exams are approaching and they have a higher priority.<br />
<br />
greetingsAnonymousnoreply@blogger.com2tag:blogger.com,1999:blog-2060483069495210958.post-47615701376326827532010-02-07T06:58:00.000-08:002010-02-07T06:58:09.015-08:00Out of the SketchbookNothing code-relevant this time. Just a few pictures from planned maps: <br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/_XWpl-FyMkAY/S27M3CIqriI/AAAAAAAAAC8/UxvAkfltKE4/s1600-h/hoverworld.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/_XWpl-FyMkAY/S27M3CIqriI/AAAAAAAAAC8/UxvAkfltKE4/s320/hoverworld.jpg" /></a><a href="http://3.bp.blogspot.com/_XWpl-FyMkAY/S27Mw3V3eBI/AAAAAAAAAC0/A_qmNvDoz0s/s1600-h/whiteout.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/_XWpl-FyMkAY/S27Mw3V3eBI/AAAAAAAAAC0/A_qmNvDoz0s/s320/whiteout.jpg" /></a></div><br />
<u>The Hoverworld</u><br />
High above the ground of Kapteyn in between the hovering fields where gravity seems to loose it's relevance lies this curley road. The rocks floating in mid air gives a false impression: Gravity still applies and despite safe and peaceful appereance of the landscape, the way down is a long one. The races in the hover fields are the most dangerous ones and for many champions it was their last race.<br />
<br />
<br />
<br />
<br />
<u>The White City</u><br />
This modern city represents the new lifestyle of it's inhabitants: Order - Effectiveness - Cleanness. But sometimes a little thrill breaks the silence. Streetraces are getting more and more popular.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
So, that's that. ByeAnonymousnoreply@blogger.com0tag:blogger.com,1999:blog-2060483069495210958.post-6817944348616851642010-01-16T16:16:00.000-08:002010-01-16T16:16:22.780-08:00A light in the Dark<a href="http://4.bp.blogspot.com/_XWpl-FyMkAY/S1JWFW8eTgI/AAAAAAAAACs/VcQYZupzQmU/s1600-h/mapeditor_2.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="http://4.bp.blogspot.com/_XWpl-FyMkAY/S1JWFW8eTgI/AAAAAAAAACs/VcQYZupzQmU/s320/mapeditor_2.jpg" /></a>Thanks to <span class="name">Viz_Fuerte</span><span class="postdetails">'s <a href="http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=36308">"Simple Projects"</a></span> Magnon now possesses the power of realtime light and projective textures. This is only one of the new functions. It is possible to write a description for the map, set different materialtypes for the meshes, adjust the color set of the gui, place objects with the new 3d cursur (i got that idea from blender3d) and the objects can finally be transformed along their local axis. Furthermore the editor got a fresh set of icons.<br />
<br />
<br />
This is it, for now. See yaAnonymousnoreply@blogger.com2tag:blogger.com,1999:blog-2060483069495210958.post-59016562016435702562010-01-02T04:37:00.000-08:002010-03-28T08:37:56.877-07:00The Map EditorHi,<br />
<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://1.bp.blogspot.com/_XWpl-FyMkAY/Sz89qIfzbpI/AAAAAAAAACk/-dQFfkJ76Cc/s1600-h/mapeditor.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/_XWpl-FyMkAY/Sz89qIfzbpI/AAAAAAAAACk/-dQFfkJ76Cc/s200/mapeditor.jpg" /></a></div>a good game needs a good editor. I worked on it since the last post and it is close-to-ready for map creation. Sure, a lot of the extended functions are not yet implemented, but the core is up and running. I am now fixing the last bugs and glitches, but soon it should be possible to load maps into the main game.<br />
<br />
See you next time.Anonymousnoreply@blogger.com0tag:blogger.com,1999:blog-2060483069495210958.post-661136759351417252009-12-10T11:14:00.000-08:002009-12-10T11:21:38.103-08:00So, what's the big deal?Heyho,<br />
<br />
I think I should clean with up the bad taste of BlitzMax that I might have left with my last entry. (BlitzMax is good!) Here are a few screenshot of working racetracks of the old version:<br />
<br />
First there is the <i>Stadium</i>:<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/_XWpl-FyMkAY/SyE99S5LItI/AAAAAAAAABk/BZvc8_aHKz0/s1600-h/stadium.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/_XWpl-FyMkAY/SyE99S5LItI/AAAAAAAAABk/BZvc8_aHKz0/s320/stadium.png" /></a><br />
</div><br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
A bright sky and many cheering fans create a peaceful but tense atmosphere, while the track itself looks easy and yet it is hard to decide wether to speed up or to slow down for a turn. Mixing these things together the Stadium creates a appropriate setting for exciting neck-and-neck races.<a href="http://dict.leo.org/ende?lp=ende&p=5tY9AA&search=race"></a><br />
<br />
<br />
Next we have the <i>Cave of the Cystals</i>:<br />
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</div><div class="separator" style="clear: both; text-align: left;">Over thousands of years the mighty force of the elements has formed this series of caves all linked together by openings in the walls. As variant as the elements, the four main chambers differ in appereance: It starts in a calm long region, which is filled with illuminating crystals. Heading on we enter a part of boiling rock in a lake of lava: The Cave of Fire. As we ascend the road we again drive through the Earth Cave. On the right and left we can see the cave from above and by following this ledge we arrive in the Cave of Water. It is filled with formidable stalactites and stalagmites some of them fused over eons of growth. There still is the river that slowly carved out the form of this cave. Crossing the river by using the bridge, we enter the tremendous Dome of Wind. Wirling down the track that is held by massive stone columns we finaly reach the Earth Cave again, thus comleting the circle. And sometimes, when there are no races held in the cave, and no one else is around, you can still here it: There is magic in this place.<br />
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</div><div class="separator" style="clear: both; text-align: left;"><b>The World of Magnon</b><br />
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</div><div class="separator" style="clear: both; text-align: left;">Those tracks above are quite appropriate for a racing game and they will be playable in Magnon as well, but now there are new possibilities. In Magnon you are able to bend the laws of physics. By doing so, it opens a whole lot of new possibilities regarding the design of tracks. Up turns down and right gets wrong, all the same, doesn't matter, here we go:<br />
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</div><div class="separator" style="clear: both; text-align: left;"><a href="http://1.bp.blogspot.com/_XWpl-FyMkAY/SyFH9lWbncI/AAAAAAAAACc/Miab6p8W0jo/s1600-h/chaostrack_3.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/_XWpl-FyMkAY/SyFH9lWbncI/AAAAAAAAACc/Miab6p8W0jo/s200/chaostrack_3.jpg" /></a><a href="http://1.bp.blogspot.com/_XWpl-FyMkAY/SyFH4KohMhI/AAAAAAAAACM/_5yi3xzHsKE/s1600-h/chaostrack_1.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/_XWpl-FyMkAY/SyFH4KohMhI/AAAAAAAAACM/_5yi3xzHsKE/s200/chaostrack_1.jpg" /></a><a href="http://1.bp.blogspot.com/_XWpl-FyMkAY/SyFH6wE-u4I/AAAAAAAAACU/EzoaPiAf58Y/s1600-h/chaostrack_2.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/_XWpl-FyMkAY/SyFH6wE-u4I/AAAAAAAAACU/EzoaPiAf58Y/s200/chaostrack_2.jpg" /></a><br />
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</div>These tracks do not represent final ones, the final version may vary, blah blah, but you get the idea: Magnon's gonna screw around with your mind a little, or maybe a little more, depending on what track you will choose.<br />
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</div><div class="separator" style="clear: both; text-align: left;">So, that's the difference.<br />
</div><div class="separator" style="clear: both; text-align: left;">Basically.<br />
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</div><div class="separator" style="clear: both; text-align: left;">greetings<br />
</div>Anonymousnoreply@blogger.com0tag:blogger.com,1999:blog-2060483069495210958.post-66418345213550690182009-12-05T12:39:00.000-08:002009-12-06T02:55:36.400-08:00The Grand Reopening<div style="text-align: left;">So where to start?<br />
</div>At the beginning I think.<br />
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This Blog is about a game project of mine. <br />
(For those who read the old worklog back at <a href="http://www.blitzforum.de/worklogs/190">blitzforum.de</a>, they can skip the intruduction by clicking <a href="http://magnonracer.blogspot.com/2009/12/grand-reopening.html#newstuff">here</a>.)<br />
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<a href="http://4.bp.blogspot.com/_XWpl-FyMkAY/SxrQvejGalI/AAAAAAAAAAM/OVyf1gC5DwE/s1600-h/fr_rally.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/_XWpl-FyMkAY/SxrQvejGalI/AAAAAAAAAAM/OVyf1gC5DwE/s200/fr_rally.jpg" /></a>So, what is this game all about? Basically it is a racing-game. I am working on this project for some months now and it is, no it was, in a very solid close-to-final form. But the <a href="http://www.minib3d.com/">Minib3d</a> engine which I was using with BlitzMax is still in development and has some bugs that could not be corrected, yet. It is a good engine, though! Go to <a href="http://www.blitzbasic.com/">www.blitzbasic.com</a> for more information about Blitz. So after a while I decided I wanted to finish this game anyway and started to work on a conversion to C++ with <a href="http://irrlicht.sourceforge.net/">Irrlicht3D</a>. The new version is still in a very early stage but it got some improvements that the basic version lacked.<br />
But first, some more screenshots of the "old" version:<br />
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The Menu <br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/_XWpl-FyMkAY/SxrR1s7c51I/AAAAAAAAAAc/zLdcOCSLUz8/s1600-h/fr_menu.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/_XWpl-FyMkAY/SxrR1s7c51I/AAAAAAAAAAc/zLdcOCSLUz8/s200/fr_menu.jpg" /></a><a href="http://4.bp.blogspot.com/_XWpl-FyMkAY/SxrRHF-zRcI/AAAAAAAAAAU/3g6Edu6TbZg/s1600-h/fr_trackmenu.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/_XWpl-FyMkAY/SxrRHF-zRcI/AAAAAAAAAAU/3g6Edu6TbZg/s200/fr_trackmenu.jpg" /></a><a href="http://2.bp.blogspot.com/_XWpl-FyMkAY/SxrSbiknIUI/AAAAAAAAAAk/eLkpDdHEqpM/s1600-h/fr_carmenu.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/_XWpl-FyMkAY/SxrSbiknIUI/AAAAAAAAAAk/eLkpDdHEqpM/s200/fr_carmenu.jpg" /></a> <br />
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Car-Editor<br />
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Map-Editor<br />
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<div id="newstuff"><br />
</div><div style="text-align: left;">That was the old version. For those who skipped the part above: I am moving to Irrlicht3D because of some unfixble issuses with Minib3d and the with the 3d audioengine.<br />
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This, of course brings disadvantages. For example I have to rewrite the whole code that is about 10k lines (game and mapeditor). However I would not do this unless there were advantages (apart from the minib3d errors). First Irrlicht is quite "old" so it is a very stable and well tested engine. Second the Blitzversion sometimes produces some errors on linux systems, which Irrlicht should not. Third, it is C++! This is good for a coder like me, because no restraints like in basic cause me to produce dirty code. And last but not least I have more control of the guts of the engine because of it's massive api documentation.<br />
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Thanks to that I was already able to make one major improvement to the new driving system.This makes it possible to create the weirdest streets. This and some other improvements are planned for the future.<br />
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Finnally a screenshot of the new version:<br />
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<i>Skybox from <a href="http://www.3delyvisions.com/skf1.htm">www.3delyvisions.com</a></i><br />
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Bye<br />
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</div>Anonymousnoreply@blogger.com0