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Post by Orangemacm on May 22, 2016 6:59:01 GMT
Ok...
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Post by Das Uberstein on May 25, 2016 9:27:18 GMT
Gah! Some games in Unity are crapshoot. I definitely hate them and your project if you made in Unity is gonna look crap unless you did a very hard and hard work and your skills tell me that, you should do it on semi-hardcore engines like Unreal. They even have support for mobile but I think that iOS is the only mobile OS that you can publish your game on and your Motorola XT907 if not to mention is an Android. I would love to play my games on my laggy iPad Mini (thanks to my brother, the screen of the iPad Air got destroyed ) which runs on the latest iOS but not really. Until the lag is removed. I would not develop games for my iOS devices. Things get even harder and harder and it have struck you Orangemacm. Unity and Unreal are the hardest engines that I ever tried so good luck Orangemacm! BTW, I know it's sounds uncomfortable but CryEngine is also good to me, it has way better graphics than Unreal and Unity but don't be fooled of it's shiny and attractive graphics. First, it is not available for mobile I think and second, it will lag. Mozambique is a very poor country and it borders South Africa which in South Africa, apartheid and the dangerous Cape Town so you must get a GTX 1080 to run 60fps on CryEngine and that GTX 1080 is lethally fast but is also costs a fortune to have one like owning a Bugatti that you wish you can own. And, try Game Guru if you are interested in making Call of Duty clones FPS shooter games and luckily. We have a few members using them (surprise bartyrocks3!) and Torque 3D is good and we got BeamNG. drive being powered by Torque 3D, that was the conclusion mate!
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Post by Famer on May 25, 2016 11:20:09 GMT
I love the car and the lighting you have chosen for the car to be in. I want to know how we can make a tiremark on the terrain/road.
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Post by Orangemacm on May 25, 2016 14:09:17 GMT
Thanks Das Uberstein... I'm working on the drift setup in Unity using a free vehicle physics but its not that easy to implement in your projects... Famer I'll try to let You know but so it's just a trail object not coded yet but I'll show you how...?
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Post by Famer on May 25, 2016 14:12:52 GMT
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Post by Orangemacm on May 25, 2016 14:17:37 GMT
Ok...
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Post by cypermethrin on May 25, 2016 18:42:52 GMT
Gah! Some games in Unity are crapshoot. I definitely hate them and your project if you made in Unity is gonna look crap unless you did a very hard and hard work and your skills tell me that, you should do it on semi-hardcore engines like Unreal. They even have support for mobile but I think that iOS is the only mobile OS that you can publish your game on and your Motorola XT907 if not to mention is an Android. etc etc What a load of... You seem to have a lot of opinions about what engines do what but I have yet to see any of your work As with all engines, Unity can look great. Unity exports to PC, android and iOS WTF does a graphics card have to do with Mozambique and its nothing like a Bugatti Sorry, held my peace for a long time but this is a thread showing off someone's hard work, don't spam it up Keep up the work Orangemacm, if you stick at Unity you can make a good game
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Post by Orangemacm on May 25, 2016 20:01:25 GMT
Thanks cypermethrin ... I'm workin' on Project Over Steer Unity version I'm just beginnin' since my laptop is stolen so I'm startin' from ground up... I'm usin' a vehicle physics from an open source project named Drift Master by Victor Fisac... It's in GIT/github... I've forgotten all the settin's I did last time... But I'll keep Up...
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Post by Orangemacm on Jun 11, 2016 11:34:42 GMT
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Post by cypermethrin on Jun 11, 2016 14:43:15 GMT
Looks good so far and its great to see a playable project out here. If you want some constructive feedback -
Runs smooth, great frame rate Engine sound and dials are really nice It's too slippy, more like driving on ice than drifting, change the driftiness with speed (Power's awesome script will show you how). I just couldn't get round the track, no car slides at 2 mph with no acceleration (unless its broken) Link the trails to contact with the floor, I had a few in the air after crashing Add a bit of smoke...everyone likes tyre smoke! You need a great scoring system (I'm liking the RX7 version as a basis for this) There's a tree in the middle of the road! Try to work out how to change the models in one game rather than 2 versions Love the environment choice, much better than a city or a plain racing track, reminds me of the practices in Tokyo Drift
Keep up the great work, really looking forward to seeing this finished...you sticking with RAD now or still moving to Unity?
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Post by Power Supersport on Jun 11, 2016 15:05:36 GMT
Great car... But so slippery... I had the same issue as cypermethrin... The GUI is very good (HD), I like it... Except the numbers that are on the middle of the screen... But overall, good beginner progress...
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Post by Das Uberstein on Jun 11, 2016 20:55:32 GMT
Nice cars, nice sound but the graphics ( other than the cars) look basic and drifting is harder MEGA HARDER than you think but nice Orangemacm!
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Post by Orangemacm on Jun 13, 2016 7:09:10 GMT
Sup Buddies... Thank You all for your comments and trying my Project... I've recreated the whole Project from scratch I think its much better now I'll upload as soon as I finish playing with Ui...
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Post by Thunder on Jun 13, 2016 18:24:14 GMT
Really excited about that. Such a trending game on this forum can't be abandoned. I expect more cars.
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Post by Orangemacm on Jun 14, 2016 9:16:28 GMT
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Post by Orangemacm on Jul 13, 2016 17:42:49 GMT
Guy's here's some Fun... try that following code out...
int WhichDrive = 1;
bool canDrift = true;
void Main()
{
int Brake;
int Throttle;
float VehicleSpeed;
VehicleInput(Brake, Throttle, VehicleSpeed);
VehicleOuts();
ParamSet();
float LatGripR;
float LongGripR;
float LatGripF;
float LongGripF;
float torqf;
float torqr;
WheelFrictionController(LatGripR,LongGripR,LatGripF,LongGripF,torqr,torqf);
switch (WhichDrive)
{
case 0:
iObjectParamSet(OBJ_0,MAX_AXLE_TORQUE_FRONT,1.1);
iObjectParamSet(OBJ_0,MAX_AXLE_TORQUE_REAR,0.0);
break;
case 1:
iObjectParamSet(OBJ_0,MAX_AXLE_TORQUE_FRONT,0.0);
iObjectParamSet(OBJ_0,MAX_AXLE_TORQUE_REAR,torqr);
break;
case 2:
iObjectParamSet(OBJ_0,MAX_AXLE_TORQUE_FRONT,0.8);
iObjectParamSet(OBJ_0,MAX_AXLE_TORQUE_REAR,0.8);
break;
}
}
void VehicleInput(int &out B,int &out T, float &out V)
{
V = iObjectKmh(OBJ_0);
if (iKeyDown(iKeyCode("DIK_UP"))) { T = 1; } else if (iKeyDown(iKeyCode("DIK_DOWN"))) { T -= 1; }else{ T = 0; }
if (iKeyDown(iKeyCode("DIK_SPACE"))) { B = 1; }else{ B = 0; }
}
void VehicleOuts()
{
int Brake;
int Throttle;
float VehicleSpeed;
VehicleInput(Brake, Throttle, VehicleSpeed);
if (VehicleSpeed <= 25 and Throttle == 0 || Throttle == 1 and Brake == 1 || Throttle == -1 and Brake == 1 || Brake == 1)
{ OUT_2 = 1; }else{ OUT_2 = 0; }
OUT_22 = VehicleSpeed;
}
void WheelFrictionController(float &out LatR, float &out LongR, float &out LatF, float &out LongF, float &out ToqR, float &out ToqF)
{
int Brake;
int Throttle;
float VehicleSpeed;
VehicleInput(Brake, Throttle, VehicleSpeed);
if (canDrift)
{
if (Brake == 1)
{
LatR = 1;
}else{
if (VehicleSpeed <= 40 and Brake == 0)
{
ToqF = 0;
ToqR = 2.2;
if (VehicleSpeed <= 25 and Brake == 1 || Brake == 1)
{ LongR = 2.5; }else{ LongR = 1.5; }
LatR = 0.375;
}else if (VehicleSpeed >= 65 and Brake == 0)
{
ToqF = 0;
ToqR = 1.2;
//LongR = 2.5;
LatR = 0.875;
}
}
}else{
/* code */
}
}
void ParamSet()
{
float LatGripR;
float LongGripR;
float LatGripF;
float LongGripF;
float tof;
float tor;
WheelFrictionController(LatGripR,LongGripR,LatGripF,LongGripF,tof,tor);
iObjectParamSet(OBJ_0,MAX_BRAKE_TORQUE_FRONT,0);
iObjectParamSet(OBJ_0,MAX_BRAKE_TORQUE_REAR,1);
iObjectParamSet(OBJ_0,MAX_LONGITUDAL_GRIP_FRONT, 3);
iObjectParamSet(OBJ_0,MAX_LATERAL_GRIP_FRONT, 1.5);
iObjectParamSet(OBJ_0,MAX_LONGITUDAL_GRIP_REAR, LongGripR);
iObjectParamSet(OBJ_0,MAX_LATERAL_GRIP_REAR, LatGripR);
iObjectParamSet(OBJ_0,SUSPENSION_TRAVEL_FRONT,0.35);
iObjectParamSet(OBJ_0,SUSPENSION_TRAVEL_REAR,0.35);
iObjectParamSet(OBJ_0,SUSPENSION_TARGET_FRONT,0.035);
iObjectParamSet(OBJ_0,SUSPENSION_TARGET_REAR,0.035);
iObjectParamSet(OBJ_0,CENTER_OF_MASS_OFFSET_Y,-0.55);
iObjectParamSet(OBJ_0,CENTER_OF_MASS_OFFSET_Z,-0.25);
}
int MAX_AXLE_TORQUE_FRONT = 0;
int MAX_BRAKE_TORQUE_FRONT = 1;
int MAX_LONGITUDAL_GRIP_FRONT = 2;
int MAX_LATERAL_GRIP_FRONT = 3;
int SUSPENSION_SPRING_FRONT = 4;
int SUSPENSION_DAMPING_FRONT = 5;
int SUSPENSION_TRAVEL_FRONT = 6;
int SUSPENSION_TARGET_FRONT = 7;
int LONGITUDAL_EXTREMUM_SLIP_FRONT = 8;
int LONGITUDAL_EXTREMUM_FORCE_FRONT = 9;
int LONGITUDAL_ASYMPTOTE_SLIP_FRONT = 10;
int LONGITUDAL_ASYMPTOTE_FORCE_FRONT = 11;
int LATERAL_EXTREMUM_SLIP_FRONT = 12;
int LATERAL_EXTREMUM_FORCE_FRONT = 13;
int LATERAL_ASYMPTOTE_SLIP_FRONT = 14;
int LATERAL_ASYMPTOTE_FORCE_FRONT = 15;
int MAX_AXLE_TORQUE_REAR = 100;
int MAX_BRAKE_TORQUE_REAR = 101;
int MAX_LONGITUDAL_GRIP_REAR = 102;
int MAX_LATERAL_GRIP_REAR = 103;
int SUSPENSION_SPRING_REAR = 104;
int SUSPENSION_DAMPING_REAR = 105;
int SUSPENSION_TRAVEL_REAR = 106;
int SUSPENSION_TARGET_REAR = 107;
int LONGITUDAL_EXTREMUM_SLIP_REAR = 108;
int LONGITUDAL_EXTREMUM_FORCE_REAR = 109;
int LONGITUDAL_ASYMPTOTE_SLIP_REAR = 110;
int LONGITUDAL_ASYMPTOTE_FORCE_REAR = 111;
int LATERAL_EXTREMUM_SLIP_REAR = 112;
int LATERAL_EXTREMUM_FORCE_REAR = 113;
int LATERAL_ASYMPTOTE_SLIP_REAR = 114;
int LATERAL_ASYMPTOTE_FORCE_REAR = 115;
int MAX_CAR_SPEED = 200;
int REVERSE_TORQUE_FACTOR = 201;
int CAR_BODY_FRICTION = 202;
int CAR_BODY_RESTITUTION = 203;
int CENTER_OF_MASS_OFFSET_X = 204;
int CENTER_OF_MASS_OFFSET_Y = 205;
int CENTER_OF_MASS_OFFSET_Z = 206;
int TOTAL_MASS = 207;
Requirements...
OBJ_0 = Pcar... OBJ_22 = ValuePrint...
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