Mass game racer beta test

Software: Away3D 4.x

Avatar
loth, Sr. Member
Posted: 12 August 2012 05:07 PM   Total Posts: 236

hi,
i need some feedback about speed on this race demo
http://perso.numericable.fr/chamaslot/Intermediate_Car.html

i plan to make 6 players but limit of view is 4.
maybe 3 i think (see some bug with 4 players)

any comment are welcome
about (key , physics, gameplay ...)

code is near final, 1680 line of code
have to add good intro and garage, finish track model
make different texture for each players

all assets is in one AWD file for 328 ko !!
all texture in vector for 56 ko

i search good damage solution
I would love to see my car exploded into pieces

   

LLaffer, Newbie
Posted: 13 August 2012 05:24 AM   Total Posts: 3   [ # 1 ]

Hello loth,

Your racing game was a god sent to me. First of all, the physics are amazing, and the coding is top notch. I can tell that you’re very experienced in away3d and as3 in general.

The fact that you’ve released your source code is something that I appreciate beyond any words. I was currently struggling to create a racing game using flare 3d’s physics engine (because that particular engine has been very straight forward to use in other type of 3d applications), but it quickly became apparent to me that its built in physics engine was not up to the task yet.

I have an extremely tight deadline, and although i wanted to make use of away 3d’s ported bullet engine, it would take me so much time to put everything together and read through the API for the new version and I was very cautious to make the jump. But now I have a guideline that tells me what’s the BEST way to approach a racing game and how to create the car physics, awd parsing and everything else. It’s safe to say that you’ve saved me from at least 50-100 hours of headaches and head-scratching. So, a big THANK YOU!

I also wanted to say I won’t just copy paste your code. I intend to enhance it with many new features and I will make sure to upload my source code as well in case it helps someone.

As far as feedback goes, I can’t think of anything wrong with it. Excellent car physics, great clean code, and I loved the dynamic texture coloring.

If I may be so bold, would it be possible to upload the .max file of car.awd as well? I would loove to see the source of the assets in there, so I could work on my own assets accordingly. But if you can’t, I totally understand.

Again, thank you SO much for this very valuable contribution.

Sincerely,
Aris

 

   

Avatar
loth, Sr. Member
Posted: 13 August 2012 07:32 AM   Total Posts: 236   [ # 2 ]

hello thank’s i add the max file to my github
for car and hero is for 3dsmax 2012
keep a eye on layer and liked object in max
(all mesh on car are liked to body in away3d you juste have to get body)

basic src not have the right setting
you have to choose your own (play with _scale and _worldScale)

I keep for the moment the early code, it is much research.
I have to finish code optimization

and i need help to improve this demo on mac :(
maybe on mobile wink if someone have idea.

 

   

Avatar
loth, Sr. Member
Posted: 14 August 2012 08:42 AM   Total Posts: 236   [ # 3 ]

demo update
now new color and camera control for each car

If someone have mac tell me if that work for you

 

   

Avatar
loth, Sr. Member
Posted: 14 August 2012 07:58 PM   Total Posts: 236   [ # 4 ]

new update
add dynamique Steering Wheel and speedmeter
for an inside view.

too well away3d

 

   

Avatar
loth, Sr. Member
Posted: 14 August 2012 08:07 PM   Total Posts: 236   [ # 5 ]

the problem on mac just may be my html
i use <object> no javascript maybe is better with swfObject ?

 

   

LLaffer, Newbie
Posted: 16 August 2012 07:52 AM   Total Posts: 3   [ # 6 ]

Hello loth,

I have a mac at work but I’m on vacation, when I go back I’ll try it out.
We use macs with the latest macOS though so yes the html won’t work. If you use Adobe’s projector it won’t work either. But it will work if you use a third party projector like Zinc, or Adobe’s AIR.

For my own racing I use Flash builder, the flex libraries (to make the user interfaces easier) and AIR to export to Pc, Mac, and mobile devices. For browsers I export to swf directly.

Thank you for the 3d max files! It cleared a lot of questions for me! Also, your Mapper class is UNBELIEVABLE.. Loving it!

I spent yersteday organizing things a little bit. Each car has it own class so I can attach a different controller to each one (Keyboard controller, iPad controller, Ai controller, etc) as well as different cameras, different loaders (in case I won’t to load the cars using the PREFAB or another method), etc.. So far it’s going great. But I do have one question…

I added 16 vehicles and my computer started lagging (30-40 fps maybe) even when the cars were outside the camera’s view, so I’m thinking it’s the physics engine. That makes me think that on an iPad it won’t even handle 2 or 3 cars… If that will prove to be the case, is there a way to optimize the physics engine (lower the quality of collisions, things like that?)

Thanks again and keep up the great work!

 

   

Avatar
loth, Sr. Member
Posted: 16 August 2012 08:47 AM   Total Posts: 236   [ # 7 ]

i update track

16 car wow, yes i think 10 is the max, for improve performence use simple box instead of mesh for car collision like my demo.

you can test on my old demo how many car can be create smile

yes i have feedback about mac that work
only user don’t know flash player and the need of good graphics card.

I am perplex about air, I want to connect to a website and play no more.
but is a great solution for multy platforme

 

   

Avatar
loth, Sr. Member
Posted: 16 August 2012 09:17 AM   Total Posts: 236   [ # 8 ]

a little update for mapper
is for full texture like road or building glass
juste copy the last range of pixel to have perfect normal smile

 

File Attachments
Mapper.as  (File Size: 11KB - Downloads: 405)
   

Avatar
loth, Sr. Member
Posted: 03 September 2012 02:07 PM   Total Posts: 236   [ # 9 ]

Yo big update to Race simulator
http://perso.numericable.fr/chamaslot/RaceSimulator.html
i add more options soon smile

 

   

Avatar
loth, Sr. Member
Posted: 09 September 2012 04:00 PM   Total Posts: 236   [ # 10 ]

if someone can help me to test race simulator on tablette or any device ?
with air : http://perso.numericable.fr/chamaslot/Airapp.air
or for android maybe (?) : http://perso.numericable.fr/chamaslot/Air3d.apk

 

   

macaan, Newbie
Posted: 10 September 2012 10:37 AM   Total Posts: 30   [ # 11 ]

I tried it on an acer iconia tab with the newest android. In this version its much too slow and the car isn’t rendered correctly. Also the camera movement reacts with a few seconds delay. Is there a way to move the car?

 

   

John Brookes, Moderator
Posted: 10 September 2012 11:26 AM   Total Posts: 732   [ # 12 ]

Tried the examples for physics on a nexus7 and they are just too slow for mobile :(
Hoping alchemy2 brings some improvements but doubt it.

Your apk gets 6 fps and air keeps wanting to close it as it doesnt respond.

By the way, you also have this issue
http://away3d.com/forum/viewthread/3192/

 

   

Avatar
loth, Sr. Member
Posted: 10 September 2012 12:37 PM   Total Posts: 236   [ # 13 ]

yes the are to many objects and fps is to high (60)
but is run smile damn

i’m on new demos pack and optimised version

(work great on windows8 metro with chrome opengl)
i try to test android on vmware but is to slow

 

   

dlx, Newbie
Posted: 14 December 2012 02:52 AM   Total Posts: 12   [ # 14 ]

Hi Loth,

I was just wondering how you did manage to calculate the vehicle speed (displayed on the top-right corner).

There is no such parameter in the AWPRAycastVehicle class, and except for calculating it by myself (based on the distance traveled by the vehicle in the deltaTime), I cant figure out how it can be done with the AWPhysics engine…

If you have some time I’d appreciate your help,
thanks

 

   

Avatar
loth, Sr. Member
Posted: 14 December 2012 09:40 AM   Total Posts: 236   [ # 15 ]

hello you have to use linearVelocity
aproximative methode is in km/h
speed = int((car.linearVelocity.length * _worldScale) / 31);

 

   
   

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