making a 3D racing game for SEGA Saturn

For ground detection, I made a testbench and ran it on Windows and Satourne(doesn't detect all). And woops there are the FIXED point format problems like I experienced with the Voxel renderer.

I do now almost completely understand the DRIVING example, especially the collision(better: ground detection) system.

It delivers values like

- ground type (on/off, approximation only)

- height

- angle of the surface

- direction+length to move down(g-force)

(it even smoothes the surface borders)

My approach just used a different face representation and some optimizations plus an exact ground detection.

Now that I know what DRIVING does exactly,

I compared memory and computation requirements of both.

The optimizations can be applied to DRIVING's original collision detection, too. When the direction vector is needed, my approach would need additional memory. Plus the fixed format problems plus blahblah...

I think I'll end up with almost exact the same collision stuff. Seems like it's more well thought than it seemed at first sight, since there are much redundancies and inefficiencies.

Originally posted by leocabron@Fri, 2005-03-11 @ 02:38 PM

I´m could execute the file .It works well. This project is very interesting and the first steps are done. Good Luck

[post=131219]Quoted post[/post]​


Yeah, thanks. Was just kidding with the fake, sometimes I can't help joking around. :D
 
I'm having strange problems.

Just wanted to add display of some part of the car(front wheels) to see where I'm actually driving.

It turns out that I can't do:

slPushMatrix;

slPutPolygon();

slPopMatrix();

It's wierd, because it works for track display. slPush/Pop alone is OK, as well as slPutPolygon alone.

Satourne says unknown opcode when reaching the code.

I hate these kind of problems, where you never know what the problem is.
 
Yes! I had my first drive on a new course I made last week,

with collision detection actually doing some kind of job:

driving:

[attachmentid=1127][attachmentid=1128]

debug:

[attachmentid=1129][attachmentid=1130]

Originally posted by Rockin'-B@Tue, 2005-03-15 @ 02:21 PM

slPushMatrix;

slPutPolygon();

slPopMatrix();

[post=131612]Quoted post[/post]​


Problem were the missing braces: slPushMatrix();

The compiler doesn't give a warning(as in a couple of other cases, too).
 

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There is a limit in the number of nested

slPushmatrix/slPopMatrix: you may have reached reached it.

You might also check your push/pop balancing. I've had such problems with my "lespin".
 
I kind of lost motivation doing this project alone. :(

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

If I can't find at least one other person to team up with me, I will most likely discontinue the project.

Everyone is invited to join this racing game project, as long as you really want to do it. :thumbs-up:

You don't need to have Saturn coding skills to help, because track and car creation would become very importand in the future.

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Some weeks ago I pushed the 2 player stuff forward:

(real TV shots, Satourne emu doesn't display the scrolls and doesn't perform window clipping)

(split screen for polygons only, scrolls are different)

1 player:

[attachmentid=1183][attachmentid=1184]

2 player - horizontal split screen:

[attachmentid=1185]

2 player - vertical split screen:

[attachmentid=1186][attachmentid=1187]
 

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I searched for tracks but found nothing good I have only the jerez track which can be converted to SG3. The pb is that the file is too big so I have to use agan 3DS Max 1.2 and optimize polys.

I'm still interested by this project I'd love to play a new racing game. You have to add my car in the game, I own the 3D model :) You will find realy good SFX car there :

http://www.bauplanung-fulda.de/htmsites/dxf-mod.htm

some DXF links are also available :

http://www.bauplanung-fulda.de/htmsites/dxf-link.htm

About texture, I saw (not sure) the next Satourne will be abble to get/replace textures. STCC and Sega rally have the best track textures.

(PS : I played with cz80 and still doesnt work with smsplus/DSL for PC)

Please keep your motivation, we are all behind you :)
 
Thanks for your support, VBT.

I've downloaded some of the cars.

But I need someone to really join the project.

(coding...)

My last work was to implement a correction to the track border collision data. The collision border is an approximation and might differ from the real border, depending on face size differences.

Maybe I should make a track conversion tutorial.

(but currently it makes only sense for project members)

- apply correct size, position and orientation to the whole track vertices

(size still to find out)

- break the track appart into smaller pieces of similar material

(for easing material editing and avoiding size problems in 3DEditor)

- export each piece seperately to DXF, convert to 3DFACEs with 3Dto3D, convert to SG3 with quad option(+ maybe invert normal) with DXF2SG3

- apply material properties in 3DEditor

- export each piece to .MDL C source

- feed the sources into my map creation tool
 
Wow! 3D in a homebrew. Nice. Lookin good. I guess I could help with Car design. On paper only; if you could design the cars in 3D then that would be fine.
 
But I need someone to really join the project.

(coding...)


My multiplayer tank game is progressing slowly because I don't have the time by now...

It would be sad to stop now. I'm not interested in 1/2 players games, but your program is full of things I don't know how to code. A complete 3d engine with collisions would be great for all coders (and then ss players). Great, that is if you give sources.
 
Originally posted by vreuzon@Thu, 2005-03-31 @ 02:08 PM

My multiplayer tank game is progressing slowly because I don't have the time by now...

It would be sad to stop now. I'm not interested in 1/2 players games, but your program is full of things I don't know how to code. A complete 3d engine with collisions would be great for all coders (and then ss players). Great, that is if you give sources.

[post=132346]Quoted post[/post]​


I very look forward to this tank game.

You shouldn't expect too much from the sources. I wouldn't describe it as 3D engine, it's only a very simple and specific type of space partitioning with a Saturn-friendly ground following system.

For a game much more is needed.

Your right, I don't see a reason to keep sources closed (only that people could find evidence of me being a bad coder :D ).

Next week, I will release the Saturn sources of the 4 emus, the SoundPlayer and the racing game stuff.

Maybe I find time to release some Saturn libs(not low level) that I used.

Hopefully I won't regret opening the racing game sources. But I can't finish it like I wanted it to be, so it doesn't matter.
 
Originally posted by Rockin'-B@Thu, 2005-03-31 @ 10:54 AM

Thanks for your support, VBT.

I've downloaded some of the cars.

But I need someone to really join the project.

(coding...)

- break the track appart into smaller pieces of similar material

(for easing material editing and avoiding size problems in 3DEditor)

- export each piece seperately to DXF, convert to 3DFACEs with 3Dto3D,


Maybe I could help on developping for your project but each day I loose my old skills on C/C++ :(

I have attached two versions of the Jerez track, I have also the textures for this track somewhere (it comes from sports cars gt). I give it to you as I see there is a way to split it and use it with the 3Deditor :)
 

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Originally posted by link343@Thu, 2005-03-31 @ 12:55 PM

I guess I could help with Car design. On paper only; if you could design the cars in 3D then that would be fine.

[post=132341]Quoted post[/post]​


There is a guide for blender to model a car from 2D drawings: Modeling a Toyota Celica.

Sorry but this method wouldn't pay the effort.

For the start it's far easier to rip/convert existing tracks and cars from other racing games or 3D model website.

But car drawings could be very fine for some background gfx. Is it a hobby of you?
 
You might want to look at the cars from the original Quake Rally. They ought to be low-poly enough to be usable.
 
3 DXF tracks + textures :)

EDIT : Arg I can't upload my 7.7mo
 

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Originally posted by vbt@Tue, 2005-04-05 @ 05:54 AM

EDIT : Arg I can't upload my 7.7mo

[post=132564]Quoted post[/post]​


Maybe give it another try now. ;)
 
Originally posted by mal@Tue, 2005-04-05 @ 08:02 PM

Maybe give it another try now. ;)

[post=132578]Quoted post[/post]​


It still doesn't work and also nobody took the files I have uploaded

Thanks anyway for your help :)
 
I couldn't access the board for a couple of days.

The downloads work now, I got them all. Thanks.
 
Originally posted by Rockin'-B@Sat, 2005-04-09 @ 08:49 PM

I couldn't access the board for a couple of days.

The downloads work now, I got them all. Thanks.

[post=132704]Quoted post[/post]​


Any news progress ? I saw you have released your source code of all(or almost all) of your work. :cheers Let's hope you'll continue to animate the saturn dev.
 
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