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Post by CHILLI on Sept 8, 2015 18:44:51 GMT
Hello you dirty curb surfers, pole decapitators and tree huggers! I present to you, my own car physics behaviour using the PhysX physics engine within the Unity3D game engine. Why am I telling you about this? Because I want you guys to try to break it for me. All code (excluding the engine itself) is mine, which means that it has got to be fundamentally flawed somewhere. Some of you will know why this is being made. But for those that dont, good. You'll live according to the formula: bliss = ignorace.... maybe? ... Anyway, to play this you'll need the Unity Webplayer plugin. If it isnt installed the page will tell you to install it with a link to do so. You control the car with WASD, arrow keys or a controller. On the controller you accelerate/brake/reverse using the triggers and turn with the left stick. You can pull the handbrake/E-brake with spacebar or the equivalent of the A button on the controller (whatever is considered button 0 for your controller). There's also air control with controls that closest match GTA SA's setup. If your vision is obscured you can rotate the view with Q/E or the right analog stick. Please give me any feedback and/or general thoughts about the car handling. And two questions I do want you to answer: Does the movement feel natural? If you could improve/adjust something, what would it be?
At the time of writing this the car behaviour alone is about 600-650 lines of code (720 if you count spacing and random unused code). EDIT: Since the car behaviour is complete for the time being I've cleaned up the code and compacted it a bit. Now consists of 750 lines of code.
EDIT2: Screw tracking the code length. What are you, interested in how large it is? Pff, yeah right. What you might want to know however is that it has been completely rewritten from scratch. Now, go! Go and break my game for me! >>>LATEST WINDOWS BUILD HERE YO!>>> Version2_Build03<<<RIGHT THERE<<<An early build of the previous version(s).The new build, starting fresh to allow for a complete rewrite.Previous builds: Pre-alpha Build 1Pre-alpha Build 2Pre-alpha Build 3Pre-alpha Build 4Pre-alpha Build 5Pre-alpha Build 6 "GFX Update"Pre-alpha Build 7
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meetmypyro
Member
Posts: 242
Registered on: May 2015
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Post by meetmypyro on Sept 8, 2015 20:36:55 GMT
HELLO YOU F*CK*R
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Archer
Member
What are these "roads" you speak of?
Posts: 869
Registered on: April 2015
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Post by Archer on Sept 8, 2015 23:07:34 GMT
I like breaking stuff. Might give this a try!
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Dim
Member
They don't think the universe be like it is, but it do. -Black science man
Posts: 736
Registered on: March 2015
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Post by Dim on Sept 9, 2015 9:34:16 GMT
0/10 Can't find easter egg
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Post by Mid1010 on Sept 9, 2015 10:46:59 GMT
So THIS is what you spend all your time on Steam in.. I can give it a try if I'm not busy later.
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RcNumbers
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Xbox One: Gamertag:RcNumbers619 | Discord: StoneyNumbers#1982 | SocialClub:RcNumbers
Posts: 387
Registered on: March 2015
Xbox GT: RcNumbers619
Social Club: RcNumbers
Discord: StoneyNumbers#1982
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Post by RcNumbers on Sept 9, 2015 11:05:11 GMT
There is something wrong in this game cause i can't break it
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Post by CHILLI on Sept 9, 2015 16:19:28 GMT
Mid1010 said: So THIS is what you spend all your time on Steam in.. You mean when I'm not playing a game? That's the score I was aiming for. Mission Complete! Yea I know... told you my coding skills were flawed somewhere Also, please answer the two questions I put in the original post. While they might not seem like important questions, they are. Does it feel natural? Does it feel predictable/consistent?
And thanks for giving this a try guys, nice to see people showing interest
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Pardonias
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Posts: 138
Registered on: December 2014
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Post by Pardonias on Sept 9, 2015 16:30:45 GMT
I've tried to run build 4, but the framerate is so low on my computer that I can't test the physics. I'm not sure why that is, as CPU and RAM seem to have lots of free capacities. I'm on a MacBook Pro 2011 using Firefox, OS X 10.9.
However, build 3 runs quite smooth on my end and the car physics do feel natural, from what I can tell. Good job! The one thing I noticed I am not sure about is when you use the handbrake at full speed to rotate the car by 180 degree and then accelerate, it stops the car rather quickly (that is, quicker than under normal braking, I think). I suppose, in reality, normal braking while maintaining traction would be the fastest way to stop a car. Then again, this might take things way too far. Everything else I tried seemed natural and made sense, even if the car felt a bit slidy at times.
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Post by CHILLI on Sept 9, 2015 16:41:34 GMT
You mean pulling a 180 and then reversing? If so I might know what's causing it.
EDIT: Also I think I know why the latest build might run a bit slow. It has procedural vignetting, edge blur and ambient occlusion. If your video card is weak it might not approve of the ambient occlusion...
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ShroomGames
Member
memes
Posts: 369
Registered on: February 2015
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Post by ShroomGames on Sept 9, 2015 16:45:33 GMT
Is it meant to feel like sim physics? If so, it is far from that. However, if you're just looking for arcade driving physics, it's great. The handbrake does practically nothing though. The air physics feel natural. I'm very impressed with it overall. I also found no bugs. It's very fluent and fels quite natural as an arcade car game, I'm excited to see where this goes
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Post by CHILLI on Sept 9, 2015 17:00:47 GMT
Is it meant to feel like sim physics? If so, it is far from that. However, if you're just looking for arcade driving physics, it's great. The handbrake does practically nothing though. The air physics feel natural. I'm very impressed with it overall. I also found no bugs. It's very fluent and fels quite natural as an arcade car game, I'm excited to see where this goes Nah it's not meant to be realistic sim-grade. Also my values are set way higher than a car in real life so there's that That said though I dont quite know for sure what values to use for a realistic car. Either way, it is meant to be very pick up & play but with enough depth to keep racing game fans interested. If your car is overpowered and you accelerate too much, you'll be punished. If your car has too strong brakes and you brake too hard, you'll be punished. That said, I have now added ABS and TC for those that just wanna enjoy it for what it is and not have to care about perfect driving. So yea, short answer is: Yes it's intended to feel arcadey but still have some depth. My solution might be capable of fairly realistic driving but I have no idea, never tested lol EDIT: Oh and Pardonias I think I found what was causing that über slowdown when reversing at high speed. My engine braking stuffs was a bit too brake-happy so I toned it down. It still seems to decelerate a tad faster than normal brakes but it shouldnt be by a noticable amount.
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ShroomGames
Member
memes
Posts: 369
Registered on: February 2015
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Post by ShroomGames on Sept 9, 2015 17:41:47 GMT
Is it meant to feel like sim physics? If so, it is far from that. However, if you're just looking for arcade driving physics, it's great. The handbrake does practically nothing though. The air physics feel natural. I'm very impressed with it overall. I also found no bugs. It's very fluent and fels quite natural as an arcade car game, I'm excited to see where this goes Nah it's not meant to be realistic sim-grade. Also my values are set way higher than a car in real life so there's that That said though I dont quite know for sure what values to use for a realistic car. Either way, it is meant to be very pick up & play but with enough depth to keep racing game fans interested. If your car is overpowered and you accelerate too much, you'll be punished. If your car has too strong brakes and you brake too hard, you'll be punished. That said, I have now added ABS and TC for those that just wanna enjoy it for what it is and not have to care about perfect driving. So yea, short answer is: Yes it's intended to feel arcadey but still have some depth. My solution might be capable of fairly realistic driving but I have no idea, never tested lol EDIT: Oh and Pardonias I think I found what was causing that über slowdown when reversing at high speed. My engine braking stuffs was a bit too brake-happy so I toned it down. It still seems to decelerate a tad faster than normal brakes but it shouldnt be by a noticable amount. Very interesting, I like your ideas. I'd be happy to play this as a real racing game.
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Post by CHILLI on Sept 9, 2015 19:20:11 GMT
Uploaded new build (B5) and updated the original post. This will most likely be the last build that mainly focuses on the car physics.
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The_Bad_Loser
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Recent Status?
Posts: 1,044
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Post by The_Bad_Loser on Sept 14, 2015 16:13:01 GMT
Very cool, Chilli! It met your goal with me; it only took me a few minutes to pick it up, but it does feel like there's more to it. To answer your questions: - The only thing that felt odd to me was the car doesn't seem to have any weight to it. Braking and accelerating felt relatively natural, but the lack of weight made turning feel odd to me.
- Yes, it feels both predictable and consistent.
I'll grant you I'm not the most perceptible individual when it comes to games, so evaluate my input with that in mind. I'd love to see a track of some sort.
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nudeltime
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OP, Original Prankster.
Posts: 388
Registered on: April 2015
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Post by nudeltime on Sept 14, 2015 16:23:14 GMT
CHILLI i found a bug!!11 Attachments:
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