Author Topic: Video Game Driving Physics Demo  (Read 6219 times)

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Offline Storm Fox

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Video Game Driving Physics Demo
« on: March 04, 2012, 04:33:01 pm »
This is a compilation of the various codes I’ve been working on to make cars work and perform realistically in a video game.
The demo is completely built, coded, and compiled in Blender 3D, and you can play around with it if you like. (it is not required for you to have blender installed in order to play this.)

But be aware that this is an alpha demo, so there’s plenty of bugs and annoyances, especially with the AI cars.
And before you get too exited, there’s no furries or anthros in this, :( (sorry, I know, but there are future plans)… ;)
What you can do, is drive around a 1969 Camaro and laugh at the computer cars when they do something stupid. (:
And just to clarify, this is an alpha demo, there’s no points, or score, or timer, it's really more of a driving simulator.

The demo is focused towards coding and performance, so things like graphics and sound leave much to be desired, but everything works for the most part.
So if you’re looking for something to do, and have the time to download it, then have fun and let me know what you think. :)
Specifically on the driving and handling of the car, and the responses from the AI cars, let me know what you like, what you don't like, etc.
Just keep in mind that this is a very early demo, so nothing's perfect, but above all, have fun with it.

Some screen shots for version 0.0.4.2a…








[Click here to jump to the new version (0.0.4.4a)]

The demo should run on any windows 32bit system or any system capable of win32 emulation.
I’ve tested this on a couple computers and these are my best estimates on requirements, though I can’t guarantee anything.
But if your computer was built in the last 7 years or so, then there should be no problems.
 
Minimum system requirements for the demo are…
Win32 capable system
1.8ghz P4 or 1.4ghz dual core
1gb ram @ 400mhz
128mb Video-ram
(256mb Video-ram with Open GL 2.0 for GLSL version)
100mb Required disc space

Recommended minimum system…
Win32 capable system
1.8ghz dual core
2gb ram @ 667mhz
256mb Video-ram
(384mb Video-ram with Open GL 2.0 for GLSL version)
100mb Required disc space


File name: DPD_0-0-4-2-a_by_SFS.zip

File Size: 50.7 MB (53,200,761 bytes)

File Hash SHA-1: F4F66AAC5894508C281ECFC36FBD337D7CE97C26

[Download version 0.0.4.2a Here] (This version is no longer available.)

[Click here to jump to the new version (0.0.4.4a)]

(Some notes… the sound may not work on all machines, or possibility have different volumes for different computers, I've yet to find the cause of this. So check your volume before playing, and be aware that the sound simply may not work in all cases.)

(Also, the animated text broke during an upgrade to a newer version of blender, so until I fix it, the gear selector reads "1", "2", "3", and "4" for the drive gears, "0" for neutral, and ",1" for reverse.) :o
« Last Edit: March 22, 2012, 11:00:32 pm by Storm Fox »
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Offline Choky

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Re: Video Game Driving Physics Demo
« Reply #1 on: March 05, 2012, 12:11:10 pm »
Dude,that looks so cool! 8)
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Offline Storm Fox

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Re: Video Game Driving Physics Demo
« Reply #2 on: March 06, 2012, 03:18:23 am »
Dude,that looks so cool! 8)
Now that's a compliment, thanks. :D
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Offline Narei Mooncatt

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Re: Video Game Driving Physics Demo
« Reply #3 on: March 06, 2012, 09:07:48 am »
I love driving games and such, so I'll take a look at this later for sure when I have more time. :)
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Offline Storm Fox

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Re: Video Game Driving Physics Demo
« Reply #4 on: March 07, 2012, 04:56:42 pm »
I love driving games and such, so I'll take a look at this later for sure when I have more time. :)
Sounds good… let me know what you think, when you get the chance.
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Offline Narei Mooncatt

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Re: Video Game Driving Physics Demo
« Reply #5 on: March 08, 2012, 03:38:04 am »
I played it and it was a nice little time waster for what you offered up. I'm sure you already know most of the stuff that needs to be worked out, should you pursue developing this any more. So are you looking for critiques/suggestions on this yet? If so, how "thorough" do you want us to be? Are you going to want any system specs that we played this on for possible de-bugging purposes?

I will say that volume seemed to work fine for the most part, except some balancing between the various sounds. And in mine, reverse was labeled as 1 and not 0.
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Offline Storm Fox

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Re: Video Game Driving Physics Demo
« Reply #6 on: March 08, 2012, 06:27:26 pm »
Critiques and suggestions would be nice…

Specifically for the car driving physics, the car's handling and steering, acceleration and braking, the gear ratios and the power band for each gear, and everything else to do with the player car.
These are the things that I’ve put the most effort into and am trying to perfect the most.
So anything good or bad on that aspect is very much welcome.

The target realism for the current car is to best match a stock 1969 Chevrolet Camaro Z28, with the L34 engine.
And mind you I lack a million dollar testing facility, so I don’t intend to match the real world performance perfectly, but I’d like to get close. ;)

And as far as collecting system specs, it’s a little early to worry about detailed specs, but if you or someone else is using an old computer, I would be interested in knowing just how low the numbers can go.
If your computer is less than 6 years old, I'm not too worried about the specs just yet, that would come later when I get more involved in refining the graphics.
(Right now I'm just trying to figure out where the bottom is located.)


As for the other things in the demo…

The AI is very early in development, so it's far from complete, but I’m still always open to suggestions and ideas for future versions.

And I wouldn't mind knowing what is thought of the track configuration, (the track surface layout).

As for everything else, it's all really just window dressings… Simple, temporary models made for the purpose of testing the car physics, as well as seeing how well everything works together at the same time, (like all the AI cars, or all the different audio tracks for example).

But all that aside, feel free to comment / critique / suggest whatever you or anyone else wants.
Because even if something is just temporary, or early in development, it’s possible that it could be used as a base idea for a final refined version, so feel free to mention any opinions or thoughts.
(All I ask is to keep in mind that nothing is finial in this.)


Also, the reverse gear on yours Narei, is correct, I just messed up when typing out the numbers here, (fixed). :o (:
« Last Edit: March 08, 2012, 06:34:57 pm by Storm Fox »
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Offline Narei Mooncatt

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Re: Video Game Driving Physics Demo
« Reply #7 on: March 09, 2012, 11:03:08 am »
I can't really offer much on the handling of the car itself since I'm not familiar with it IRL and you don't have a plug in to allow me to use my Windows compatible 360 controller for joystick use. But here's what I can offer:

Horns = funny as heck. :D

Landscape is not all solid. I fell through after going off road a bit, falling into oblivion. I suggest rebuilding terrain to prevent that and/or have a respawn ability without having to restart the entire game.

I may not know car physics well, but I do know that car wouldn't handle well in the corners. Would be better with longer straights, shallower turns, and indicators of how sharp an upcoming turn will be.

The ditches on the side of the road act like launching ramps if you veer off road very much and you completely loose any chance at recovering well. Not only does it get annoying with a car prone to do so in tight turns, you also don't see them on race tracks IRL like that. (I think an entire level rebuild may be in order. I'm starting to notice a pattern. :P)

When you say AI is in early development, are you aiming for being realistic racers or just cars randomly roaming the track like city traffic?

Would love to see you add that 360 controller support. Then you can add an analog Z-axis for the analog shoulder buttons that are great for thottle/braking.

Be able to rotate the camera around the car you're on, and perhaps make it doable with the right joystick of controllers as well.

I think that's about all for now. Hope this helps. As for the system spec idea, I'm well above those minimums you listed. I was also wondering what the difference is between the two versions of the game in the zipped package.
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Offline Storm Fox

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Re: Video Game Driving Physics Demo
« Reply #8 on: March 09, 2012, 11:24:15 pm »
Landscape is not all solid. I fell through after going off road a bit, falling into oblivion. I suggest rebuilding terrain to prevent that and/or have a respawn ability without having to restart the entire game.
In regards to any issues with the track, it is just a test level that I threw together in an hour or so.
But if I use the same level again in a future demo, I’ll take the time to stitch together the interior ground objects. ;)

And a re-spawn system would be good, but it is a little advanced at this stage.
I think I would want to put more work into the AI system first, since the node system in use there would be used to locate where to place the a car when re-spawned.

I may not know car physics well, but I do know that car wouldn't handle well in the corners.
I've put in about 400 in game miles worth of testing and I haven't noticed much of a cornering problem, (maybe I've just gotten use to it).
Though the car does have a little over-steer, as a car of this type should… Can you go a little more in-depth on this?

Would be better with longer straights, shallower turns, and indicators of how sharp an upcoming turn will be.
Noted. :)

The ditches on the side of the road act like launching ramps if you veer off road very much and you completely loose any chance at recovering well. Not only does it get annoying with a car prone to do so in tight turns, you also don't see them on race tracks IRL like that. (I think an entire level rebuild may be in order. I'm starting to notice a pattern. :P)
*goes and looks at the scene* :o
That’s actually caused by a track height issue, it must have occurred when I copied the scene and was messing with the track scale.
I was not aware of it, so thanks for pointing it out. :)

When you say AI is in early development, are you aiming for being realistic racers or just cars randomly roaming the track like city traffic?
A little of both, the cars traveling counter clockwise only go 45mph, while the two cpu cars set to go clockwise, and the player car, are unlimited.

you don't have a plug in to allow me to use my Windows compatible 360 controller for joystick use.
Would love to see you add that 360 controller support. Then you can add an analog Z-axis for the analog shoulder buttons that are great for thottle/braking.

Be able to rotate the camera around the car you're on, and perhaps make it doable with the right joystick of controllers as well.
Unfortunately I do not own a 360 controller, but the game will accept a PS1 / PS2 controller, and if the buttons and stick axis assignments are the same or similar, it may work.
And you can move the camera, not with a controller, but with the keyboard, this and the controller assignments are all in the read me file.

Also, does your controller function as a generic game controller, or is it something that only works with Microsoft games?
Because if it can work with any game, I should be able to come up with something.

I was also wondering what the difference is between the two versions of the game in the zipped package.
The [Driving Physics Demo 0-0-4-2-a.exe] uses a generic shader that should run on any machine, it will even work with integrated graphics.
The [Driving Physics Demo 0-0-4-2-a (GLSL).exe] uses GLSL shaders, (it looks nicer, and allows for special effects), but requires a video card that supports OpenGL 2.0 or higher.
The current demo doesn't take much advantage GLSL lights yet, but there are some noticeable differences it how the game world is lit.

Here is some more info on OpenGL: http://en.wikipedia.org/wiki/OpenGL and GLSL: http://en.wikipedia.org/wiki/GLSL


And thanks for taking the time to go through everything and for offering your thoughts on the matter. :)
« Last Edit: March 09, 2012, 11:33:59 pm by Storm Fox »
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Offline Narei Mooncatt

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Re: Video Game Driving Physics Demo
« Reply #9 on: March 10, 2012, 08:26:04 pm »
I just tried plugging my 360 controller in and playing, and I'm pleased to report it's about 90% functional. I didn't try it at first because you only had the PS 2 controller listed in the readme file, so I didn't think mine would work. My controller did come with a driver installation disk I had to install, but afterwards it allows any game to pick up the controller. Even non-microsoft games. Here's the issue: Button mapping. With the shift buttons being the 2 right shoulder buttons on the PS controller, I could only shift down via the 360 controller. It only has one shoulder button on each side (labeled RB and LB), and RB coincides with the R2 button apparently on the PS controller and nothing for R1. Which brings up another point I meant to address in my earlier post. The up/down selection keys/controller buttons are reversed from any other racing game I've played. Pressing the UP key and right buttons on controllers (either right shoulder, or right most of a grouping of buttons on the top) typically shift up. In this game, it shifts down and vice versa, which is counter intuitive.

Now, back to the controller... In place of the lower shoulder buttons you're familiar with on the PS controller, the 360 has the analog "z-axis" buttons I mentioned earlier. Released is neutral, pressing the right one is positive input, and the left is negative. Labeled RT and LT respectively. Luckily that is the same axis as what you mapped the right joystick on the PS controller to. So throttle and breaking actually work perfectly! Well, except that I have to shift into drive (automatic) or up through the gears (manual) via the keyboard. :P

I also noticed that when playing with the controller, the steering felt much better since I could now ease into a turn instead of the "all or nothing" effect of keyboard controls. Besides, I actually meant the handling comment along with the rest of my statement to go as one point. After using the controller, the handling is about what I'd expect from that kind of car, but it still wouldn't handle well in corners compared to something like tuner cars of today. So the longer straights and shallow turns would let you play more to the high speed ability of the car, which would be more fun IMHO, with a small number of tighter turns to keep the player on his toes. :)
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Offline Foxpup

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Re: Video Game Driving Physics Demo
« Reply #10 on: March 10, 2012, 09:12:25 pm »
That link just takes me to FileDropper's home page, which is asking me to pay $5.00 per month for a free account, which I find suspicious. WTH? Did everyone else have to pay money to download this file?
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Offline Narei Mooncatt

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Re: Video Game Driving Physics Demo
« Reply #11 on: March 10, 2012, 09:41:34 pm »
Odd. It's doing that for me too now. It takes me to the home page anyway. I didn't bother to explore sign up options, but it's not taking me to the file like it used to.
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Offline Storm Fox

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Re: Video Game Driving Physics Demo
« Reply #12 on: March 11, 2012, 11:13:41 am »
FileDropper has always been free, the (pay for) version is for people who want to keep track of their stuff, and keep it on the site regardless of usage frequency.

The download I put up is supposed to last for 30 days beyond the last download… (or at least it used to)
It even says here: http://www.filedropper.com/aboutus.php that they’re supposed to keep it for 30 days.

But for whatever reason it’s gone. ? ? :o

Anyways, I’ll replace it as soon as I can… but it may be a while… because as of right now, if I tried uploading the file again it would take upwards of 40+ hours.
As there’s definitely something wrong with my internet connection, but sometimes there’s a window where everything is normal, so if that ever happens, I’ll be able to do something about this.
Regardless, I’ll fix the DL link as soon as I can.

@ Narei Mooncatt

That’s cool that all of the analogs work, (figured the steering would be fine), but I wasn’t sure where the accel & brake were going to end up on your controller.

Now because of the issue with the download, I’m going to fix the track height issue and see if I can get the buttons right for an Xbox 360 controller, then release an updated version.
Hopefully my internet will be fixed by then, if not, I may have to find some sort of public wifi, if I can, (it's easier said than done).

If possible in the mean time, can you confirm for me that the button number assignments for your controller driver are the same as listed here: http://support.microsoft.com/library/images/support/kbgraphics/PUBLIC/EN-US/909385.jpg
And if it’s different, can you list them so that I can get it right?

And as for the gear controls…
I set up the buttons that way because that’s how a gear selector is oriented in a real car. (:
A coulomb shift goes from left to right, PRND123 (for left side drive), and a console shift goes from top to bottom PRND123.
So I made the “up” arrow shift down, (as moving the gear selector away), and the “down” arrow shift up (as moving the gear selector closer).
I know it doesn’t really apply to the H for a manual shift, but still, I figured it would work.

(If I were to make and finish a full game, players would be able to choose and configure their own button assignments.)
But as for the demo, if the current setup is really a problem, I can easily switch the directions, (it won‘t mean much to me since I use my controller anyways).

Also, about the track thing…

I also noticed that when playing with the controller, the steering felt much better since I could now ease into a turn instead of the "all or nothing" effect of keyboard controls. Besides, I actually meant the handling comment along with the rest of my statement to go as one point. After using the controller, the handling is about what I'd expect from that kind of car, but it still wouldn't handle well in corners compared to something like tuner cars of today. So the longer straights and shallow turns would let you play more to the high speed ability of the car, which would be more fun IMHO, with a small number of tighter turns to keep the player on his toes. :)
I’ll keep that in mind for future permanent track designs, though the current car tops out at around 130mph, and I know I’ve gotten up to 120mph on the straights, so there’s not a whole lot faster to go. (:

Anyways, thanks again for your input and help on the matter. :)
« Last Edit: March 11, 2012, 11:19:53 am by Storm Fox »
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Offline Narei Mooncatt

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Re: Video Game Driving Physics Demo
« Reply #13 on: March 11, 2012, 12:23:04 pm »
I'll get those button assignments asap. And I still have the original zipped archive on my computer. If you want, I can toss it up on my web space for the time being and don't have to worry about limits. But being on a 3G air card, it may take a little while to upload.
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Offline Foxpup

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Re: Video Game Driving Physics Demo
« Reply #14 on: March 11, 2012, 04:05:40 pm »
And as for the gear controls…
I set up the buttons that way because that’s how a gear selector is oriented in a real car. (:
A coulomb shift goes from left to right, PRND123 (for left side drive), and a console shift goes from top to bottom PRND123.
So I made the “up” arrow shift down, (as moving the gear selector away), and the “down” arrow shift up (as moving the gear selector closer).
I know it doesn’t really apply to the H for a manual shift, but still, I figured it would work.

Um, no, automatics go PRND21 (or PRND321 for four-speed boxes). I'm not sure how PRND123 is supposed to work (especially since the '69 Camaro had a three-speed gearbox).
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Offline Narei Mooncatt

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Re: Video Game Driving Physics Demo
« Reply #15 on: March 12, 2012, 01:02:46 am »
@ Storm Fox

Ok, I have the file on my web space. Just say the word and I'll post the link on here.

Button assignments match up with the pic you linked to, with a couple of exceptions that I think are just how the Windows controller properties dialog box labels them. The left joystick in the dialog box is labeled the X/Y axis instead of Axis 1+/- and Axis 2+/-. The right joystick is labeled "X Ro..." and "Y Ro..." (not sure what the Ro... word is supposed to be. It's not fully wrote out) instead of Axis 3 & 4. The shoulder triggers are labeled "Z Ax..." (Axis I'm guessing), instead of axis 5. My controller is a number of years old, so they may have slightly updated newer versions of the controller properties with the axis names of that pic.

Going back to the gear selections, I guess I can see your line of thinking. Only, when people talk about shifting through the gears, they always refer to shifting up when accelerating and down when decelerating. It's easier to think of it that way with simple buttons when you don't have an actual gear shift lever, so that's why it's more natural to have the UP and DOWN buttons corrolate to the gears themselves and not to how one would move the shift selector.

BTW, nice little loading screen with your Storm Fox logo. :)
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Offline Storm Fox

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Re: Video Game Driving Physics Demo
« Reply #16 on: March 12, 2012, 08:02:04 am »
My internet is still messed up, and it’s getting to the point of taking 40+ minutes just to get to here and copy & paste all of this from my word pad.
(That’s 40 minutes before pushing post, so add another 10).
In other words, I still can’t re-upload the demo… >:(


@ Foxpup

I know what gear boxes were used, and the full gear select is not even in the demo anyways, it’s just R, N, D for the 3 speed auto, and R, N, 1, 2, 3, 4 for the manual.

I just happened to type the numbers wrong here, sometimes I’ll accidentally type “fo” in place of “of”, it happens sometimes. :P


@ Narei Mooncatt

@ Storm Fox

Ok, I have the file on my web space. Just say the word and I'll post the link on here.
So long as the file hash is unchanged, (the file is a 100% verbatim copy of the original)…
Then it’s ok for you to put a link here (on this site and in this thread only), until I get a new version up and running. ;)

This is the file hash to match…
File Hash SHA-1: F4F66AAC5894508C281ECFC36FBD337D7CE97C26

And thanks. :)

Button assignments match up with the pic you linked to, with a couple of exceptions that I think are just how the Windows controller properties dialog box labels them. The left joystick in the dialog box is labeled the X/Y axis instead of Axis 1+/- and Axis 2+/-. The right joystick is labeled "X Ro..." and "Y Ro..." (not sure what the Ro... word is supposed to be. It's not fully wrote out) instead of Axis 3 & 4. The shoulder triggers are labeled "Z Ax..." (Axis I'm guessing), instead of axis 5. My controller is a number of years old, so they may have slightly updated newer versions of the controller properties with the axis names of that pic.
Yeah, that all sounds like a lot of semantics to me, basically using different wording for the same things and such…
When writing scripts, the buttons are usually assigned with axis numbers as integer value, as opposed to a string value (like a text name or a letter axis).
Your version is probably just to make it easier for people to understand since only the analogs are different, and also, thanks for the confirmation on all of that.

Also,
I’ll work on adding the gear select to the bumper buttons,  (moving “shift up” from the back button (07) to the right bumper (06))
And the horn (moving it from right stick click (10), to left stick click (09))

From something you mentioned earlier in the thread…
"Be able to rotate the camera around the car you're on, and perhaps make it doable with the right joystick of controllers as well."

I’m not to sure about adding a view control to the other analog stick.
Without the ability to test the controller in my own hands, that could be a little rough to put together.
But I’ll see if I can make something work. ;)

Going back to the gear selections, I guess I can see your line of thinking. Only, when people talk about shifting through the gears, they always refer to shifting up when accelerating and down when decelerating. It's easier to think of it that way with simple buttons when you don't have an actual gear shift lever, so that's why it's more natural to have the UP and DOWN buttons corrolate to the gears themselves and not to how one would move the shift selector.
I’ll flip them to see if that seems / feels better.

BTW, nice little loading screen with your Storm Fox logo. :)
Thanks for that, and for your help, for hosting the download, and everything else. :)
« Last Edit: March 12, 2012, 08:12:52 am by Storm Fox »
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Offline Narei Mooncatt

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Re: Video Game Driving Physics Demo
« Reply #17 on: March 12, 2012, 06:58:06 pm »
@ Narei Mooncatt

@ Storm Fox

Ok, I have the file on my web space. Just say the word and I'll post the link on here.
So long as the file hash is unchanged, (the file is a 100% verbatim copy of the original)…
Then it’s ok for you to put a link here (on this site and in this thread only), until I get a new version up and running. ;)

This is the file hash to match…
File Hash SHA-1: F4F66AAC5894508C281ECFC36FBD337D7CE97C26

And thanks. :)
I'm unfamiliar with how hash's work and how to check them and such. What I can say is that all I did was DL the zip, extract the files, and left the zip and files as they were still on my desktop. So I'm pretty sure that shouldn't have changed anything. Up to you how to proceed because I don't want to do anything against your wishes.
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Offline Foxpup

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Re: Video Game Driving Physics Demo
« Reply #18 on: March 13, 2012, 01:46:02 am »
I'm unfamiliar with how hash's work and how to check them and such. What I can say is that all I did was DL the zip, extract the files, and left the zip and files as they were still on my desktop. So I'm pretty sure that shouldn't have changed anything. Up to you how to proceed because I don't want to do anything against your wishes.

I downloaded the file from your site (it's not like it was well-hidden or anything), and the hash matches (SHA1: f4f66aac5894508c281ecfc36fbd337d7ce97c26; MD5: 2571a4f50033f806fd72eb1ae461a8ba). You can check it yourself using the standard Unix command sha1sum. A Windows version can be downloaded here (not a direct link since I can't figure out how to post FTP addresses here - the forum keeps mangling them even if I don't make it a link :o) Usage is sha1sum filename(s). If you want to know cryptographic hashes work, the Wikipedia article on the subject explains everything.

Now I just need to find the time to actually play this demo...
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Offline Narei Mooncatt

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Re: Video Game Driving Physics Demo
« Reply #19 on: March 13, 2012, 03:12:13 am »
Since Foxpup verified the file is still legit, here's the link for anyone else wanting to try out the original version that doesn't already have it:

*link removed since there is a new version out and linked a few posts below*
« Last Edit: March 15, 2012, 02:46:16 pm by Narei Mooncatt »
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Offline Foxpup

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Re: Video Game Driving Physics Demo
« Reply #20 on: March 14, 2012, 03:27:32 am »
Hmm... The car seems to handle just plain weird. It feels like it has an huge amount of unsprung weight, and the CG feels way too low. Also, I don't remember stability control being an option on the '69 Camaro. :D Another weird thing is that if the car gets airborne while it's in gear, the engine usually (but not always) cuts out. This does not happen if the car is in neutral.

The gears seem to be spaced wider apart than they should be, I think, especially in the manual. The automatic gearbox also feels more like an "arcade-style" automatic (where the automatic is the same as the manual except the computer does the shifting for you) with different gear ratios than a serious simulation of the actual gearbox used in this car. The powerband feels about right, at least in the manual. Actually, it feels a little too peaky, though I think that's just the wide gear ratios.

One more strange bug: there is a place in the map, just past the green building, where you can drive through the side of a hill. Here's a screenshot.
“Hmm... They have the Internet on computers now.” - Homer Simpson

“Art doesn't work without pain. Art exists for compensating pain.” - Till Lindemann

“There's a fine line between sayings that make sense.” - Too Much Coffee Man

Offline Narei Mooncatt

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Re: Video Game Driving Physics Demo
« Reply #21 on: March 14, 2012, 03:34:07 am »
...Another weird thing is that if the car gets airborne while it's in gear, the engine usually (but not always) cuts out. This does not happen if the car is in neutral.
Oh, lets not forget the moon gravity too. (:

I haven't really played it anymore. I think I've offered up enough as it is for Storm Fox to work on, on top of whatever else he had planned. I'm gonna wait until the next release to see how things changed unless I get really bored.
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Offline Foxpup

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Re: Video Game Driving Physics Demo
« Reply #22 on: March 14, 2012, 03:55:56 am »
Oh, lets not forget the moon gravity too. (:

I don't think there's anything wrong with the gravity, I think it's just way too much unsprung weight. The suspension just can't keep the tires on the ground, so tiny bumps send you flying high into the air. It's enough to make you wonder why you even have a suspension...
“Hmm... They have the Internet on computers now.” - Homer Simpson

“Art doesn't work without pain. Art exists for compensating pain.” - Till Lindemann

“There's a fine line between sayings that make sense.” - Too Much Coffee Man

Offline Storm Fox

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Re: Video Game Driving Physics Demo
« Reply #23 on: March 15, 2012, 10:02:41 am »
Thanks Narei for hosting the demo, I appreciate that.
And thanks Foxpup for helping Narei with the file hash while I was unable to log in here.

Presently my internet seems to be working normally again, so I’ll be able to put up the new version momentarily.

Hmm... The car seems to handle just plain weird. It feels like it has an huge amount of unsprung weight, and the CG feels way too low. Also, I don't remember stability control being an option on the '69 Camaro. :D
I tried messing with some of the settings and I think the problem was that the suspension was a little to tight.
As the car would lean do to inertia when entering a corner, and due to the lack of body roll, the car would lean and take the suspension with it, causing one or more of the wheels to lift from the road.
(that’s just my assumption based on what I've seen… though it's the same ending result.)

One thing I tried, which is in the new version, was to soften the suspension, and increase the body roll by just a hair.
The wheels like to stay on the ground a lot more, which has almost completely removed the odd slip that occurs when braking while turning.

Also, the AI cars are running faster as a result, so it’s definitely an improvement.

Another weird thing is that if the car gets airborne while it's in gear, the engine usually (but not always) cuts out. This does not happen if the car is in neutral.
BT Raycast Vehicle Constraint, that’s just one of the many annoying little things it does.

Such as when no single raycast (vehicle suspension or wheel), is touching a ground object, or any physical object, no power goes to the constraint.
Or more specifically, the constraint will not activate an impulse for the frames in which this condition is met, else the vehicle could literally accelerate in mid air.

And on the part of my coding, the speed, rpm and engine sound pitch comes from the “wheel rpm“, which is a float property that comes from the distance that the left rear ray travels per frame.
And since all these things are tied to the movement that the raycast constraint detects, and that it will always decelerate when off the ground, everything else goes down as well, (speed, rpm and engine pitch).
There are ways to fake it, (like with the neutral gear), but all the ways I’ve tested conflict with the normal operation of the speedometer, tachometer, and the engine sound.

It’s one of the many problems I’ve been trying to solve from day one.

The automatic gearbox also feels more like an "arcade-style" automatic (where the automatic is the same as the manual except the computer does the shifting for you)
I don’t really understand that part, how could the auto be the same as the manual if the auto has 3 gears, and the manual has 4.
They have different gear ratios, (they'd have too, else the automatic car would only accelerate to about 99mph).
The manual tops out at 123mph, and the 3rd gear in the MT tops at 99mph, while the auto goes to 108mph max.
I don’t claim to have the gear ratios exact, but I know the auto and the manual are not the same.

One more strange bug: there is a place in the map, just past the green building, where you can drive through the side of a hill. Here's a screenshot.
I don’t think your insurance will cover that. :D
Anyways, I did some work on the land so whatever caused this problem should be fixed.
But out of curiosity, did you back into the hill, or did the car land hard from a jump and go through the ground?

...Another weird thing is that if the car gets airborne while it's in gear, the engine usually (but not always) cuts out. This does not happen if the car is in neutral.
Oh, lets not forget the moon gravity too. (:

I haven't really played it anymore. I think I've offered up enough as it is for Storm Fox to work on, on top of whatever else he had planned. I'm gonna wait until the next release to see how things changed unless I get really bored.
Oh, lets not forget the moon gravity too. (:

I don't think there's anything wrong with the gravity, I think it's just way too much unsprung weight. The suspension just can't keep the tires on the ground, so tiny bumps send you flying high into the air. It's enough to make you wonder why you even have a suspension...
Actually the gravity might be a little low, the default scale is one meter per unit with a gravity of (9.806 m/s^2).
But some of the vehicle physics were not acting properly when interacting with other objects, including the road surface.
So I ended up building everything at a scale of 2 feet per unit with the same gravity.
(The gravity issue combined with the stiff suspension may be why the cars would get a little squirrely in turns.)

In the new version, I’ve increased the gravity to (13.6342624 m/s^2) though I think the game engine truncates it to 13.634, but in any case it does seem better.

Thanks to everyone for all the help so far… and I'll put the new version put shortly, (once I get all the files together). ;)
« Last Edit: March 15, 2012, 10:10:34 am by Storm Fox »
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Offline Storm Fox

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Re: Video Game Driving Physics Demo
« Reply #24 on: March 15, 2012, 11:56:48 am »
New version yay… :)

With very limited internet, I had the time to do a lot of work on this, somewhere around 26 hours of work and testing in the last four days.

The core of the demo is unchanged, but I’ve made a few changes to how the cars handle.
No more nervous style handling, though I think the cars may be a little too gripy now.
I’ve also made several improvements to the ground structure, controls, camera system, and added some scenery elements as well.
Though I didn’t do too much with the scenery, as I didn’t want to weigh down the computer resources too much, since the basis of the demo is for testing code.
But in the end it’s much nicer to work with, and not so boring and drab. :)

And one thing to note, I tried to fix the font problems with the gear selectors real time text by making a new font file, but the letters still don’t display properly…
I think I may wait and see what happens when I port everything into Blender 2.62 as the issue may not be on my end.

And as for what's been changed since the last version, I…

Increased gravity to match scale,
Softened vehicle suspension,
Raised vehicle ride height,
Increased vehicle body roll,
Decreased vehicle gradient speed steering,
Added rear bumper to cars,
Fixed controls for Xbox controller,
Added Xbox / PS 1 / 2 controller switch,
Added hat switch look control,
Switched shift up / down controls for keyboard,
Changed restart button (backspace) behavior,
Added new cameras and camera system,
Reworked ground mesh,
Reworked ground textures,
Reworked lighting and shading,
Added new scenery objects / textures,
Added lands-end barrier,
Added Sky,
And added / modified, breakable objects / structures.


Here's some new screen shots for version 0.0.4.3a…


[Leader of the pack]


[Breaking stuff]


[Computers do what now? ? ? :o ]


[Click here to jump to the new version (0.0.4.4a)]

The demo should run on any windows 32bit system or any system capable of win32 emulation.

Minimum system requirements for the demo are…
2.0ghz P4 or 1.5ghz dual core
1gb ram @ 400mhz
128mb Video-ram
(256mb Video-ram with Open GL 2.0 for GLSL version)
100mb Required disc space

Recommended system…
1.8ghz dual core
2gb ram @ 667mhz
256mb Video-ram
(384mb Video-ram with Open GL 2.0 for GLSL version)
100mb Required disc space


File name: DPD_0-0-4-3-a_by_SFS.zip

File Size: 47.4 (49,799,333 bytes)

File Hash SHA-1: 4DF225385D3DF88DCA3FF6EE13123F74930EE28F
File Hash MD5: 07D3E1B0869AC38B29EF3D8D60BEA58C

[Download version 0.0.4.3a Here] (This version is no longer available.)

[Click here to jump to the new version (0.0.4.4a)]

Have fun, and let me know what you all think. :)
« Last Edit: March 22, 2012, 11:03:37 pm by Storm Fox »
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