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  VSim - A 3D Vehicle Simulator  (Read 52321 times)
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Offline Archive
« Reply #30 - Posted 2015-09-20 22:41:03 »

I see the terrain is longer.
Oh yeah haha. I actually ended up porting the map loading from ShardMaster over to this project (with some modifications of course) so a legitimate race circuit will be on its way soon!
That thing on the horizon is a test tree lol

Offline Archive
« Reply #31 - Posted 2015-09-22 02:34:22 »


Offline KudoDEV

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« Reply #32 - Posted 2015-09-22 04:13:37 »

This is really fun xD I suck though I only managed to get up to 75mph

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Offline EgonOlsen
« Reply #33 - Posted 2015-09-22 05:45:39 »

I can't run it on my work (*cough*) machine. All I'm getting is a not very helpful message, that tells me that "A java exception occured"... Clueless (Windows 7 64 bit, Java 7)

Offline Archive
« Reply #34 - Posted 2015-09-22 13:54:19 »

I can't run it on my work (*cough*) machine. All I'm getting is a not very helpful message, that tells me that "A java exception occured"... Clueless (Windows 7 64 bit, Java 7)
Hmm.. you're saying you have Java 7.. I compiled it in Java 8u60 so maybe that's it? Idk lol

Offline Archive
« Reply #35 - Posted 2015-09-22 13:55:09 »

This is really fun xD I suck though I only managed to get up to 75mph
Thank you! And also it depends on when you shift gears, you want to shift gears when the torque output is at its max

Offline EgonOlsen
« Reply #36 - Posted 2015-09-22 14:46:42 »

Hmm.. you're saying you have Java 7.. I compiled it in Java 8u60 so maybe that's it? Idk lol
Maybe...I'll give it a try at home.

Offline Archive
« Reply #37 - Posted 2015-09-23 22:44:01 »

VSim Public Release Build 4 has arrived!

Things added:
-Reverse gear and motion finally implemented
-Collision is detected but the car just stops. (realistic collision will most likely be added in the next update)
-An actual map
-Texture mapping

Doesn’t seem like much of an update, but from my perspective it was a boat load of work, especially making and implementing a working map.

VSim (c) Envel Games 2015

DL:
http://www.mediafire.com/download/yuxu3uoo4s71wor/vsim_public_release_build_4.zip


Offline orange451

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« Reply #38 - Posted 2015-09-25 00:27:48 »

I like it! Smiley Great job so far.

I did notice that the collisions feel a little sticky. When I hit a wall, It's quite hard to get away from it.

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Offline Archive
« Reply #39 - Posted 2015-09-25 01:47:12 »

I like it! Smiley Great job so far.

I did notice that the collisions feel a little sticky. When I hit a wall, It's quite hard to get away from it.
Thanks!

And yeah the collision sucks right now, all that happens is the car's variables get zeroed out in order for it to stop. Some parts of the map "suck"  your car into a 90 degree angle toward the tire wall and it takes a long while to get out. I'm working on it, don't worry

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Offline Archive
« Reply #40 - Posted 2015-09-26 15:38:23 »



Made a beautiful new map

Offline BCoding

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« Reply #41 - Posted 2015-09-28 05:37:27 »

Looking good my man, keep it up. I can't give it a try yet as I'm at work, but I definitely will check it out and give you feedback when I'm home.

P.S. I'm TheHolyGrail from moparscape, they're all trolls and flamers there lol.

WoW, music, and programming. Life is good.
Offline Archive
« Reply #42 - Posted 2015-09-28 13:55:23 »

Looking good my man, keep it up. I can't give it a try yet as I'm at work, but I definitely will check it out and give you feedback when I'm home.

P.S. I'm TheHolyGrail from moparscape, they're all trolls and flamers there lol.
Thanks man, your comment just made my day!

Offline Archive
« Reply #43 - Posted 2015-10-03 05:18:15 »

Public Release Build 5 should be expected to be released sometime this weekend (Oct 3-4)

It has taken a long time because of the magnitude of the work I had to do on the vehicle physics and graphics.

Expect the following:
-A new loading screen with a settings window that uses non-AWT primitive rasterization, as opposed to the previous settings window which used the AWT rasterization methods. (Color scheme for these have also been modified to something that I believe looks nicer)

-Driving over bumps in the road is able to be seen visually now.
-Better collision, still not realistic at all, but you can't get stuck anymore!
-Longitudinal slip (took forever to learn how it worked and how to implement it)

Offline Archive
« Reply #44 - Posted 2015-10-04 18:06:39 »

THE BIGGEST UPDATE YET

PUBLIC RELEASE BUILD 5

VSim Public Release Build 5

Things added:
-Longitudinal slip
-Better / more realistic physics
-Smoke
-Time of day Smiley
-Bouncy collision
-A new loading screen with a settings window that uses non-AWT primitive rasterization, as opposed to the previous settings window which used the AWT rasterization methods. (Color scheme for these have also been modified to something that I believe looks nicer)
-New, better map.
-Terrain collision (driving over bumps)
-More appealing color scheme of the car :p

VSim (c) Envel Games 2015




Download:
http://www.mediafire.com/download/7jy33iecgrjaw93/vsim_public_release_build_5.zip

Offline Archive
« Reply #45 - Posted 2015-10-06 04:33:23 »

Expect the next update to be more of an update that improves visual quality and playability rather than a physics update.

Current ideas:
Map choosing interface
Add a building or two around the race track. (I might even throw a city drifting course into it too)
Add other miscellaneous objects around the track to make it feel more real.

Offline Archive
« Reply #46 - Posted 2015-10-10 18:48:33 »

Progress update:

There are now 5 playable maps.
And there is a map choosing interface.

I began adding sound effects. Currently I have tire squeals, engine (ear piercing, but will fix), indicator sounds, and that's it.
I plan to add ambient/environmental noises too as well as some other car sounds to give it more of a realistic feel.

The game now knows which wheel(s) are on which type of terrain. Which allows for dust particles to be created for only the wheels that are on dirt/grass, and smoke particles to only be created when skidding on the road.

Offline DarkCart

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« Reply #47 - Posted 2015-10-10 19:17:41 »

Could we maybe have a flatland mode? Where you just zip about (similar to how the game was in the earlier releases)

The darkest of carts.
Offline Archive
« Reply #48 - Posted 2015-10-10 20:01:52 »

Could we maybe have a flatland mode? Where you just zip about (similar to how the game was in the earlier releases)
Of course! I'm curious to know why you want that however haha

Offline Archive
« Reply #49 - Posted 2015-10-11 19:02:50 »

Another progress update AND a notice:

I've added smooth collision with the race track, I've fixed the roll and pitch calculations on the car.

I'm working on a cockpit view (it's pretty hard to make it look good because I never bothered to implement 3D clipping in my engine).

Notice:
The next release won't be out until next weekend (Oct 17-18) or the weekend after next weekend (Oct 24-25) because the issues I am currently tackling are fairly large ones... these issues being a cockpit view and game audio.

Here's an image of the cockpit view


Notice how the roof is missing because there is no 3D clipping.

Offline Archive
« Reply #50 - Posted 2015-10-13 05:02:23 »

Another wonderful progress update!!

I have added cockpit view for all screen resolutions and a working 3D steering wheel Cheesy:D:D:D:D:D

I also added one of those fake shadows under the car Tongue

http://imgur.com/ClMajc6

Offline Archive
« Reply #51 - Posted 2015-10-25 23:04:51 »

AUDIO AND MAPS

PUBLIC RELEASE BUILD 6

VSim Public Release Build 6

Things added:
-Cockpit view (still isn’t perfect, but it’s pretty decent)
-Maps! 6 maps to choose from.
-Track weather is taken into account (though it doesn’t do much haha)
-Better / more realistic physics
-Can brake and throttle at the same time to do some burnouts.
-Major Update: AUDIO
 -Multiple sound effects now, including engine, turn signal, tire, turbo blow off, etc.
-Optimized smoke / thicker smoke
-Small interface fixes.
-Other objects added to map: yellow flags, checkered flags, and windsocks.
-Normal force on rear wheels now affects the force of traction, so acceleration in the forward direction now allows you to put slightly more power down.

Others:
-Removed the largest display mode because the high depth of field made the lack of 3D clipping visible.

VSim (c) Envel Games 2015

http://www.mediafire.com/download/um196kc8nal83ua/vsim_public_release_build_6.zip

Will post pictures when I have free time

Oh crap there's a bug on the Alpine map, first corner has a broken tirewall.

Offline Archive
« Reply #52 - Posted 2015-11-07 03:34:09 »

Alright, I think it's time to bring this project to a dormant state.

I will be working on it from time to time, here and there, and i'll be removing a lot of the, for lack of a better word, compatibility.

So i'll be removing the higher resolution display modes and i'll be focusing more on personal touches to the game.

It's been lots of fun working on this and reading your feedback!

I'll release new versions very rarely so don't call this dead, but dormant.

Offline Coldstream24

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« Reply #53 - Posted 2016-01-04 18:10:29 »

I'm regretting not having followed your project for so long, it looks like it's come a long way. It's great to see such an idea come to fruition, great work mate.

My website: http://www.onedropgames.com/
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Offline Archive
« Reply #54 - Posted 2016-01-04 18:28:26 »

...
Hey! Thank you!

Offline xilus

Senior Newbie


Projects: 1



« Reply #55 - Posted 2016-02-20 05:41:58 »

What version of java is this for? Woa you can do 3d in java! Cool!
Offline Archive
« Reply #56 - Posted 2016-02-20 14:25:05 »

What version of java is this for? Woa you can do 3d in java! Cool!
I believe I wrote this in Java 1.7. And yeah you can do 3d haha

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