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making a 3D racing game for SEGA Saturn |
RockinB - Feb 23, 2005 |
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vbt | Feb 23, 2005 | |||
It's really interesting |
RockinB | Feb 24, 2005 | |||
Status: Work on map creation tool finished! Does now remove all duplicate points and polygons. Mapping of a polygon/object to a tile is now performed by mapping the middle or mean point(new). After reading some more, I understood collision detection and ground following and found an appropriate approach. Compared to DRIVING example, it might be faster(only 2 muls + 2 adds for height computation and per polygon edge check, as well), but may consume some more memory for collision data. Depends on how much precomputation I do. I will now implement automatical collision data computation to the tool. help needed: Is there anyone who could convert tracks and cars of racing games to DXF file format with BMP/JPG textures? There is the free Zanoza Modeller which imports cars from a lot of games. The racing game scene is full of tools and import filters for 3D modelling software. If someone who got more experience in that could try to find a way(the right tools) to convert tracks and cars.... it would be cool. |
SeGaFrEaK_NL | Feb 24, 2005 | |||
Cool, but personally I'd just as much like to see a 2D racing game ala Micro machines. |
RockinB | Feb 26, 2005 | ||||
A top-view camera should be no problem Status: - computation and printing of collision and ground following data implemented - polygon search implemented - map of pointers to tiles (since most tiles are empty and a NULL pointer needs less memory than an empty tile, it saves memory) - adapted to saturn coordinate system (HELP ME: the DRIVING map data is NOT in saturn coo.-system) - added option to automatically generate a polygon map for every possible flag setting (fastly see what fits your needs) - runtime collision check routine implemented The polygon search serves for generating ground data. Example from DRIVING: All polygons with textures [attachmentid=1079] and [attachmentid=1080] are considered as road. Maybe grass and gravel could form 2 other ground categories. This way, you know where your driving on at runtime. Such a polygon category is made up of as much attribute constraints as you like, not restrikted to texture id. For testing the collision/ground following, I implemented a little testbench and found an error in a formula I got from the net. It's been fixed, but more complicated test data will have to be verified next. Tool usage is now like this: 1. define PDATA, XPDATA, various flags of choice and ground category definitions in a single .C file 2. compile the .C file and link it to the tool's stuff 3. execute the binary 4. use the .MDL file in saturn game I can't wait to modify the DRIVING example to use my generated maps. Untill that, I have to figure out why the original DRIVING map data seems to not have the Z-axis as depth like the SGL tutorial says. This is the space is occupies: min(-3578.000000, -2534.000000, 0.000000), max(-96.000000, 0.000000, -1.997361)! Furthermore, I must investigate how to compute some more collision information, like the collision angle or how to rotate the car just like the polygon it stands on. |
vbt | Feb 26, 2005 | ||||
I hope it can help you, when I worked to replace the track I used some tools to generate suitable DXF for DXF2SG3 and then edit the SG3 file with the SEGA 3D Editor. My prefered tool was Deep exploration 3 because it was able to open many 3D files (.x,.3ds,.dxf,...). I used it to convert any file to DXF. After I used 3Dto3D to make a DXF for DXF2SG3. When the track was too big I used 3DS MAX 1.2 and its optimizer to reduce the vertices. I remember I've checked for a lot of 3D tools but didn't find better |
vreuzon | Feb 28, 2005 | ||||
Good Idea. Do you know any free implementation of such a game (micromachine, superoffroad, etc.) ? |
SeGaFrEaK_NL | Feb 28, 2005 | |||
I think it would be the easiest to have some sort of tiles system just like MM. You see the way it was contructed in MM96 (which has a track editor). Good tiles could be easily made. |
RockinB | Mar 1, 2005 | ||||
Status: - binary output added(in addition to C sourcecode) - flags added to choose outputs of your choice It's raw Saturn format with correct alignment and endianess. Very memory and CPU efficient, since it needs only a single pass for pointer conversion and no additional memory. Binary size of the original DRIVING map is between 104-128 KByte. GZIP compression is good with < 32KByte. Binary loading is also supported by the tool. The correctness of the binary format has been veryfied by .MDL -> .BIN -> .MDL conversion, which results with exactly the same file. Note: Few minutes ago, I recieved The King Of The Spirits(jp)/High Velocity! :banana
Porting a free MM clone might be a better approach, since I don't enjoy MM like games that much like the Need For Speed style. QUOTE(vbt @ Thu, 2005-03-10 @ 07:50 PM) My track is horrible
Do you want some other tracks that works in the 3DEditor ? I had the Jerez track but there are too many polygons. [post=131180]Quoted post[/post] [/b] |