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  VSim - A 3D Vehicle Simulator  (Read 52401 times)
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Offline Archive
« Posted 2015-09-04 03:31:53 »


BY ENVEL GAMES

Current private build : 0.6.0
Current release build : 6

Screenshots:

I remove screenshots of all older versions of the game...
Most recent screenshots:




DOWNLOADS

Public Release Build 1
vsim_public_release_build_1

Public Release Build 2
vsim_public_release_build_2

Public Release Build 3
vsim_public_release_build_3

Public Release Build 4
vsim_public_release_build_4

Public Release Build 5
vsim_public_release_build_5

Public Release Build 6
vsim_public_release_build_6

Written in Java, software rasterized.
2.5D physics currently.

Features to be expected in next update:
another car type.
A car selection interface.
An upgrade shop.

Maybe List:
Opponents Cheesy

Credits:
Car model in Public Release Build 1 is not mine, downloaded a while ago from a site I cannot remember, but it was free.
Audio in Public Release Build 6 was ripped from Spotlight searches on my computer. Most seemed to be from Rigs of Rods (which is a free game).

"Yoo this is cool af" - My cousin

Offline Coldstream24

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« Reply #1 - Posted 2015-09-04 04:20:20 »

(first of all I do get that this is probably not the most serious of projects)

Pretty nice, as a pretty blank slate I reckon it's got quite a bit of potential. From the thumbnail I thought it was a clone of an early GTA game.

There are a number of visual glitches that happen when you go off the map. I'm not certain for which direction this happens, but when you go off the map in one direction the screen will begin to fill up gradually from the bottom with what looks to be strips of the map.



I also noticed a bit of skipping with the car, like the camera perspective jumped a tad, I'm not sure why though.

Just a personal thing though - I know it mightn't be of use to everyone but is it possible for you to add an option for a small yet widescreen resolution (e.g. 1280 x 720)? Just that I do most things on a laptop so the resolutions are either too small or too big.

Quick tip too if you're using OS X and want to just screenshot the screen, use Cmd+Shift+4 and then the space bar to take screenshots of just the window instead of drawing a rectangle around it first.

My website: http://www.onedropgames.com/
My soundcloud: http://www.soundcloud.com/coldstream24
Creator of the Morningside Engine, co-founder of Onedrop Games.
Offline Archive
« Reply #2 - Posted 2015-09-04 04:29:14 »

(first of all I do get that this is probably not the most serious of projects)

Pretty nice, as a pretty blank slate I reckon it's got quite a bit of potential. From the thumbnail I thought it was a clone of an early GTA game.

There are a number of visual glitches that happen when you go off the map. I'm not certain for which direction this happens, but when you go off the map in one direction the screen will begin to fill up gradually from the bottom with what looks to be strips of the map.

I also noticed a bit of skipping with the car, like the camera perspective jumped a tad, I'm not sure why though.

Just a personal thing though - I know it mightn't be of use to everyone but is it possible for you to add an option for a small yet widescreen resolution (e.g. 1280 x 720)? Just that I do most things on a laptop so the resolutions are either too small or too big.

Quick tip too if you're using OS X and want to just screenshot the screen, use Cmd+Shift+4 and then the space bar to take screenshots of just the window instead of drawing a rectangle around it first.
Thank you for the feedback. I am aware of these visual glitches, it happens in all directions. Obviously the player is not meant to go off of the map if this game becomes a real game.

Thanks for the tip with screenshots on OS X. Also I'll consider adding that display mode.

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Offline Dane

Senior Newbie





« Reply #3 - Posted 2015-09-05 06:16:06 »

It's pretty nice. The graphics remind me of early revisions of RuneScape. The controls are really slippery though. I think it's a good start.
Offline Archive
« Reply #4 - Posted 2015-09-05 11:52:58 »

It's pretty nice. The graphics remind me of early revisions of RuneScape. The controls are really slippery though. I think it's a good start.
Thank you, and yes the controls are fairly slippery (mostly because I love drifting) but it almost feels as if I'm driving on ice. I'm working on fixing that, shouldn't be too hard.

The graphics probably look like that because I use 16.16 fixed point for rotations/triangle drawing. Also the shading is done using a lookup table that contains the shaded 15 bit version of the 24 bit color you give it. I'm probably happiest because I fixed the memory leaks I used to have so now it runs at a near constant memory.

Offline EgonOlsen
« Reply #5 - Posted 2015-09-05 13:19:27 »

The gouraud shading looks a bit strange to me when the car changes directions. There's no smooth transition between intensity levels somehow. The intensity on the vertices seems to jump, which causes the shading to look very wobbly.

Anyway, good work. I like software rasterizers.

Offline Archive
« Reply #6 - Posted 2015-09-06 00:26:52 »

The gouraud shading looks a bit strange to me when the car changes directions. There's no smooth transition between intensity levels somehow. The intensity on the vertices seems to jump, which causes the shading to look very wobbly.

Anyway, good work. I like software rasterizers.
Hm I don't know what you are talking about, the scan lines account for the X bounds of the screen. It might be that the depth of field is too low for you.

Offline orange451

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« Reply #7 - Posted 2015-09-06 04:01:43 »

the depth of field is too low for you.
Depth of Field has nothing to do with Gouraud Shading.

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Offline EgonOlsen
« Reply #8 - Posted 2015-09-06 07:04:46 »

Usually, the lighting intensity on each vertex is defined by calculating the angle between the vertex normal and the vector from the light source to the vertex. So if the car moves, the intensity should change smoothly and so should the resulting shading. But that's not the case here...it somehow seems to jump between different intensity values. It doesn't look smooth.

Offline Archive
« Reply #9 - Posted 2015-09-06 13:28:55 »

the depth of field is too low for you.
Depth of Field has nothing to do with Gouraud Shading.
I am aware of that. I was referring to the "odd" look EgonOlsen was speaking of.

Quote from: EgonOlsen
Usually, the lighting intensity on each vertex is defined by calculating the angle between the vertex normal and the vector from the light source to the vertex. So if the car moves, the intensity should change smoothly and so should the resulting shading. But that's not the case here...it somehow seems to jump between different intensity values. It doesn't look smooth.

The gouraud shading is done correctly, it's the car model that makes it look odd. (I thought that you were saying that the shading on the ground was not being interpolated properly when a triangle was slightly out of the viewport, which was why I responded with the depth of field remark).

The shading doesn't use floats by the way, it's all 16.16 fixed point, so I think that that might make it a bit more inaccurate.
I'm not sure why the car has such issues, I think it looks fine, perhaps it's just the fact that the car is very low poly.

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Offline Archive
« Reply #10 - Posted 2015-09-06 20:14:07 »



Started work on making an actual car based on the specs of the car.

Also working on tire marks for epic drifting action! (These black cubes are placeholders)


Offline EgonOlsen
« Reply #11 - Posted 2015-09-06 20:31:03 »

The gouraud shading is done correctly, it's the car model that makes it look odd. ...
I'm not sure why the car has such issues, I think it looks fine, perhaps it's just the fact that the car is very low poly.
I'm not sure about this. I took the model from your jar file and made a quick test case with jPCT. It's also software rendered, it's also using fixed point math...but it looks smooth as I expect it to look. Have a look for yourself: https://youtu.be/caFlf8eaDEo

Offline Archive
« Reply #12 - Posted 2015-09-06 20:33:25 »

The gouraud shading is done correctly, it's the car model that makes it look odd. ...
I'm not sure why the car has such issues, I think it looks fine, perhaps it's just the fact that the car is very low poly.
I'm not sure about this. I took the model from your jar file and made a quick test case with jPCT. It's also software rendered, it's also using fixed point math...but it looks smooth as I expect it to look. Have a look for yourself: https://youtu.be/caFlf8eaDEo

Yes, that model is the one that wasn't used in the demo. Could I bother you to do it with the model used in the demo? I'm now curious to know what it should look like.

EDIT:
This is what the old model looked like rendered in my engine:




I think I see what you mean.


Offline EgonOlsen
« Reply #13 - Posted 2015-09-06 20:44:59 »

Could I bother you to do it with the model used in the demo? I'm now curious to know what it should look like.
Sure. I wasn't aware that I picked the wrong one. Anyway, here it is: http://youtu.be/4FWhoBa7jB8. Sorry about the flickering text in the upper left corner. Somehow, the recording software felt that it has to do that... Angry

Offline Archive
« Reply #14 - Posted 2015-09-06 20:45:50 »

How do you get that red aura effect?

Offline EgonOlsen
« Reply #15 - Posted 2015-09-06 20:58:35 »

How do you get that red aura effect?
Which aura?

Offline Archive
« Reply #16 - Posted 2015-09-06 21:02:02 »

In both videos. Is that just shading using red instead of black? Can't be because the intensities change as the camera rotates...

Also did you see the pictures I posted a reply before?

Offline EgonOlsen
« Reply #17 - Posted 2015-09-06 21:11:24 »

In both videos. Is that just shading using red instead of black? Can't be because the intensities change as the camera rotates...

Also did you see the pictures I posted a reply before?
Oh that red...it's just an additional color applied to the object, so yes...basically what would otherwise be black is now red. I did it to make it look more interesting. It brightens up when it's lit, just like black would. You don't see it without any lighting in these videos, because the light source is placed above and behind the player.

And yes, I saw the pictures. Looks wrong somehow. Either your shading itself is buggy or the normals are wrong or your intensity calculation is.

Offline EgonOlsen
« Reply #18 - Posted 2015-09-06 21:14:15 »

Speaking of shading...what about the terrain itself? I would expect it to look more or less uniform. But it's not...it has these dark spots all over the place... Huh It that lit and shaded by the same algorithms as the car?

Offline Archive
« Reply #19 - Posted 2015-09-06 21:21:19 »

Speaking of shading...what about the terrain itself? I would expect it to look more or less uniform. But it's not...it has these dark spots all over the place... Huh It that lit and shaded by the same algorithms as the car?
I made the terrain have very slight bumps randomly spread throughout it in order for the terrain to get some form of gouraud shading without the terrain poking through the car model or making it look like the car is just at a constant height.
In this image, I increased the amount to give you a better look at the shading. It's all coming from one source.


Keep in mind that the gouraud shading is done at every update for the car to give it real time lighting, so the algorithm needs to be very fast and as close to accurate as possible.

Offline DarkCart

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« Reply #20 - Posted 2015-09-06 21:25:47 »

Any plans to make the terrain infinite, or at least longer? It'd be nice to be able to use the new drifting without flying into the void  Pointing

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Offline Archive
« Reply #21 - Posted 2015-09-06 21:37:46 »

Any plans to make the terrain infinite, or at least longer? It'd be nice to be able to use the new drifting without flying into the void  Pointing
Yeah definitely hahahaha

Offline Archive
« Reply #22 - Posted 2015-09-09 02:45:52 »

Public Release Build 2 has finally arrived!

Note: Graphical bugs have not been fixed, and therefore the playing field has not been increased in size.

Edit: Also added 1280x720 display mode as requested.

VSim Public Release Build 2

Things added:
-Drifting tire marks (always on for now)
-Car model created internally
-Translucency (seen in tail light and tire marks)
-Slightly better physics
 a) Added left-right weight transfer
 b) Added the fish-tail effect
 c) More realistic cornering and grip
 d) Sorry, but it’s a bit more buggy visually.
-Moveable car parts (front wheels rotate and all wheels roll)
-Rear lights work!
-Added an exhaust because drifting with a fat muffler is dope.

VSim (c) Envel Games 2015

http://www.mediafire.com/download/ch19be6w2vgg95c/vsim_public_release_build_2.zip

Offline DarkCart

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It's all in the mind, y'know.


« Reply #23 - Posted 2015-09-09 02:50:26 »

I really like the new braking animation. The new physics are nice as well, even though the terrain isn't infinite, now you have a less of a chance of flying into the void. What're your plans for this game? Any sort of goal, enemies, etc?

The darkest of carts.
Offline Archive
« Reply #24 - Posted 2015-09-09 02:54:44 »

I really like the new braking animation. The new physics are nice as well, even though the terrain isn't infinite, now you have a less of a chance of flying into the void. What're your plans for this game? Any sort of goal, enemies, etc?
Thank you (the braking animation was in the first one also but it was more subtle).
Also my plans for this game aren't crazy, I just want my own version of a game like rFactor or something, I love customizing cars and drifting them using near simulation physics. I hate arcade racing games. So basically a racing sim with cool customization.

Offline Archive
« Reply #25 - Posted 2015-09-14 06:52:43 »

Updated thread, LOTS of things have happened during the hiatus this thread seemed to experience.

Check out main post for pics, but that's about it. All the changes will be listed in the next release build, which is release build 3.

Offline Archive
« Reply #26 - Posted 2015-09-17 02:37:06 »



Fat camber anglessss

Offline Archive
« Reply #27 - Posted 2015-09-18 01:39:05 »

VSim Public Release Build 3 is here!

Things added:
Manual transmission w/ clutch (basic)
Wheel slip
Left and right turn signals
New car model, new wheels!
Gearbox damage…
MAKE SURE YOU PRESS AND HOLD THE CLUTCH WHILE YOU SHIFT GEARS
OR ELSE The GEARBOX WILL GET DAMAGED.
MUCH better physics:
   a) Fixed lateral forces
   b) Fixed grip on drifting
   c) Rolling resistance now takes into account downforce as well as mu
   d) Air resistance is now exponential and realistic
   e) Forces and torques are calculated per wheel / force on the car is a result of them
Implemented torque curve of a 1992 golf gti
Implemented flags in renderer to allow for things such as turn signals
Things fixed:
Graphical bugs:
   a) Repeating grid bug
   b) Stretched lines when object is completely out of view

http://www.mediafire.com/download/5o7rorarri9vcg2/vsim_public_release_build_3.zip

Offline Archive
« Reply #28 - Posted 2015-09-20 17:04:15 »



Added affine texture mapping

Offline DarkCart

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« Reply #29 - Posted 2015-09-20 20:44:08 »



Added affine texture mapping

I see the terrain is longer.

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