Added: 3 years ago
From: EversorITA
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  • Best Music Taste!

  • FIFA 2002 Song FTW!!!!!!

  • But the game HAS just begun... HAS, not IS. Nice video and all, though. Props on working with the given tools. XNA is still lacking a lot of basic core stuff for real 3d game development. Unfortunately, C# has not alleviated the need for C++ quite yet, but it's getting there -- that is, as long as MS keeps doling out the funds to keep this failing XNA project alive. They should get off the windows 7 mobile soap box and integrate a real 3d engine into XNA. That's what's really lacking.

  • @ShwaZmoto Yeah, i see your point but I still think XNA rocks, just because of it's ease and overall power.

    Also the learning material available is quite good, and in 3 years i made quite a leap in programming thanks to C#.

    I think it fills up the hole between Java/Ruby and the old but yet good c++.

  • Can You upload ONLY physics of wheels, absorbers? I have problem with it. I will subsribe, addd to fav.a, and vote "good"

  • Nice! You are using a Artificial Intelligence library for the boot cars or was made for you?

  • If you stare at the smoke, long enough, doesn't it look a bit weird? Why is it always gray in the middle? You could try making the smoke white.

    If you can't make the smoke look more fluid, then you could try making it a bit smaller/shorter, at least while the car is moving slowly, sideways or is in a curve. For long distances it looks fine, but when the camera is spinning, it looks a little bit weird.

    We (or maybe just I) would like to see a demo of the game as it is today.

    Good luck!

  • I would like to know how did you make the smoke.

    I would have tried using a 2D image of a particle, making it transparent and drawing it several times on the screen as 2D directly in space.

    This way it is always facing the camera, each particle has the right size and position on the screen, and there shouldn't be any surprises with the trees :D.

    The drawback is that you have to sort the particles by the distance to the camera, because they are transparent.

    Hope it helps :-)

  • Yeah, for what i recall that's exactly what i was doing. The problem i was a newbie in a rush for new effects : i simply didn't care so much for an error showing up from times to times, even because it was not gameplay connected.

    I really hope to unbury this project anytime soon and along with remaking most of the graphic contents (home made by me in this video) i'd love to solve most of the problems it had.

    Thanks again for the suggestions! I really appreciate the constuctive ones.

  • As a constructive criticism,

    At 1:40 - 1:42 the smoke doesn't appear behind the tree, as expected, so try playing around a bit with a stencil, or with the depth buffer.

    Besides that, everything looks very well :-)

  • Haha, you're the first to notice that :-)

    Thanks for the idea!

  • he probably uses sprites instead of billboards. billboards appear 2-d, but is holds its position in 3-d space. so that closer particles overlap farther particles, and so that the particles can hide behind objects

  • @FireShockX That's what I was (pathetically) trying to explain. :-) I only know and understand the theory, but when it comes to implement stuff, I always get lost into details.

  • what did you you use for your models

  • you've prolly made a better version by now, but i'd like to say the games looking HAWT keep up the good work

  • is this open source?

  • No, but i think i will release the source sometime soon.

  • lol I love how much you brag about the earlier version of your game...seriously dude

  • Very Good! I like it. How do you apply such good physics? PM me plz.

  • Sweet! And I really don't think you should turn the bloom down :) !

  • Also it understand the sorroundings and should be able to avoid obstacles in the path as well to find the better route to get past the next pair of gates.

  • to OGMO11 the blocks where needed to understand the state of the wheel:

    if i remember correctly, green was for traction, red was for sliding, free spinning or skidding.

    to archimangus

    the AI is mine 100%, i figured out something like a waypoint AI, but instead of having points, it has gates. The AI wants to pass the gate, but if it can't without making a 180 deg it switch to the next one.

  • How did you do the AI? What are you using for pathfinding (waypoints, navmesh, what?)

  • is that attempting at PR rendering or just "cartoon" style rendering?

    I know some good shaders for PR rendering

  • Nice. But srsly turn bloom a bit down because when it is too much it looks silly.

  • Turn the bloom down btw.

  • cool game

  • WHats the song called?:b

  • something about "get the cool shoe shine" I think the songs called "The Suck"

  • I think its The gorrilaz-1965(its 19somthing)

  • Yeah, to be sincere i have various kinds of shaders, i use the toon for all small objects, while cell shading is applied mainly in small objects and the cars.

  • Very well done so far...

    It's a cellshader(toon), isn't it?

  • You need to add a thing that will slow down your speed when in grass or water etc but not on road

  • Looks dead good, I love the Gorillaz too.

  • really nice, but what are the four red-green blocks on the left?

  • I ques, they are just dummies, that show, if the wheel is touching the ground, or are in the air :)

  • Bel gioco

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