LaurentS wrote:For all, could someone authorized put racer under pouet.net ?
calimero wrote: LaurentS a écrit:For all, could someone authorized put racer under pouet.net ?
I put it on https://www.pouet.net/prod.php?which=62163
LaurentS wrote:> @LaurentS can you do something with CT63 problem? Is there anything that I can do to help you to debug it?
I find the problem strange. When testing under Hatari (which is running too fast the 68030 side), I get the same problem as you (ie: DSP version freezes 1 second and continues).
Are you sure that when disabling the supervidel + ct63 + ... your Falcon returns to the standard Falcon speed, quartz frequencies, ... ?
LaurentS wrote:For the CT63, I don't own one, so I won't be able to test.
What about RACERDSP.PRG under ct63 ?
christos wrote:I think you need to increase the car steering on low speeds. It's very hard to get it back on the road.
LaurentS wrote:DLM : at least, I think I don't have this speed problem, as all the objects are 3d -> 2d converted, so I can keep a "constant speed" for the opponent cars, and they keep a relative speed according to their tridi pos.
The same for the segments of the road, the objects on the sides of the road and the turning coins (everything is 3d -> 2d projected according to Z)
dml wrote:so I'm not just making empty noises
LaurentS wrote:Hey, the game in the link is exactly what I would dream for our Falcon (Quite impossible with 4 megs, 16 Mhz CPU and a slow BUS, but really, this would be so great !)
Very nice tridi engine, lights, ... and good speed feeling.
LaurentS wrote:I'm currently working on Racer V1.1, here are the main works in progress :
I've nearly finished the moon level.
mountains level is 50% finished
paradize island is 30% finished
level 8 is not yet started
LaurentS wrote:For Christos, I would enjoy your help a lot. I've started to have a closer look at a "real" physical engine.
I think it's possible to implement one into Racer.
But I'm not sure I have all the infos or knowledges (my physics lesson are quite far by now) .
Maybe you could help a lot here.
I think I need :
P=mg (with g=9.81m/s²) and m ~= 1000 kg for the car
Air resistance ?
centrifugal force ?
the engine force ?
What about the other forces (effect and values) ?
From what I understand here, there are 2 kings of forces :
- the ones that let the car go forward or backward (back/front movement)
- the ones that let it turn, slide, ... (left/right movement)
Do these forces interract on eacjh other ? Or are they independant ?
As you can see, I'm not mature enough for a real engine lonely
LaurentS wrote:For graphics, as many people asked, if someone is interrested to rework the player's car graphs to make better ones and to add shadows under the player car, just contact me, I would send you the actual pictures (5 different positions for now). The best would also to have less colors on the car, but better "palette" choice. The actual "palette" for the car is 260 colors which is absolutely not optimized, doesn't render well and eats many CPU cycles for nothing. That's the main problem with pictures taken from internet, they're absolutely not optimized like a graphist does.
bullis1 wrote:So does the player car alone use 260 colours, or is that palette shared between the player and opponent cars?
I have some free time later this week and can volunteer some of it to optimize & clean up your car sprites. Maybe do some more graphic work for you too. PM me if you're interested. I do have professional experience in this area.
christos wrote:When turning basically what happens is that friction plays the role of the centromole force Fc, a force that always points to the center of the circle part of the perimeter of which the curve is (in case of different shape of curves, parabolic,
elliptic etc, each part will have a different center but that's probably not needed here). So you get an equation of the form
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