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View Full Version : uDG 2004: BitRacer


willThimbleby
2004.11.09, 08:48 PM
uDG is over and I need some sleep, my congrats to all. The newest version can now be found here http://www.udevgames.com/downloads/?dlid=19

I just finally squashed the big timing bug today and it should now run great on single processor machines as well. (Hoping that nobody voted for it before now :shock:) I would really appreciate your testing, as mine hasn't been that wide. And feedback. :)

All those who tried it before -- have another go. :)

I'm now working on a track creation guide (warning it uses blender or textedit) shout if you are interested.

http://www.udevgames.com/downloads/downloads/t_brscreenshot1.jpg http://www.udevgames.com/downloads/downloads/t_brscreenshot2.jpg http://www.udevgames.com/downloads/downloads/t_brscreenshot3.jpg

-Will

arekkusu
2004.11.09, 09:16 PM
Super slowdown is gone, can race again.
* Still slow to start (9 dock bounces), cross fade is cool though.
* Physics running into/alongside a wall are still weird, results in very unrealistic collisions during race.
* Cel shading option doesn't do anything?

willThimbleby
2004.11.10, 07:46 PM
Unfortunately physics made out of boxes is here to stay. The cel shading doesn't do anything, I was just tweaking it.

Thanks for the feedback. -- unfortunately the update will have to wait till next week now as I'm off now to cook for 80 odd people for the weekend :)

ThemsAllTook
2004.11.21, 10:43 PM
A very solid entry! One of my favorites. A few things:

The physics are terribly annoying. Why is my ship a cube? When I'm facing a wall and I try to accelerate and turn left or right, I just stay stuck on the wall. I also get stuck on my nose/tail after long falls sometimes, and spin out of control forever.

Is there any way to unlock Fast & Furious for courses other than the first one? I finally managed to finish the first course on Fast & Furious, but the second one remained locked.

The music doesn't work for me. Regardless of what I set the music volume to in the preferences, it doesn't play. I can listen to it if I open the app bundle, and open the music file in another program...

- Alex Diener

aaronsullivan
2004.11.22, 01:06 AM
ThemsAllTook, you need to come in first to unlock the next track. :)
It's much easier to flip yourself and go into infinite spin on your nose on later tracks, too.

I also really like this game. I especially like track 3. :D

I know you say the physics made of boxes is here to stay, but if you mean that you can't fix the odd car physics then I'm signing off on this one. :( I'll be interested again if/when that is fixed.

ThemsAllTook
2004.11.22, 01:16 AM
ThemsAllTook, you need to come in first to unlock the next track. :)

I did come in first. The regular courses unlock just fine, but Fast & Furious doesn't seem to.

- Alex Diener

aaronsullivan
2004.11.22, 01:37 AM
Oh, my bad. :) I forgot about the fast & furious mode, I was thinking it was just the name of the first track. That sounds like a bug.

willThimbleby
2004.11.22, 09:29 AM
thanks. I'll look at those bugs this evening. Physics and collision detection are very hard things to do right -- impossible in 3months -- I use ODE and it just can't handle collisions with anything other than boxes or spheres with any reliability. I would have loved to make sweeping tracks and oval racers but with ODE I just can't. :( Making good levels out of boxes isn't easy either.

I'll fix the nose tail thing, though.

In some sense I tried to do too much. To get this sort of arcade game right takes longer. I've got ideas and things to fix all this, but it needs a completely new physics engine and thats not a simple fix.

-will

willThimbleby
2004.11.23, 06:31 PM
Well I've fixed all those bugs that I know about now. Had to be after voting had finished. :) You can now progress in furious mode, and click through the fade if it takes too long.

-Will

diordna
2004.11.23, 08:42 PM
use a sphere for the ship not a box, it suits it better

willThimbleby
2004.11.23, 08:50 PM
Ah, but then it would roll everywhere. I did try lots and lots and lots of things, the box is a bit naff on collisions but then most of the other solutions were naff to drive. Thus the box wins unless you are a very bad driver. :)

skyhawk
2004.11.23, 09:44 PM
Ah, but then it would roll everywhere. I did try lots and lots and lots of things, the box is a bit naff on collisions but then most of the other solutions were naff to drive. Thus the box wins unless you are a very bad driver. :)
which of course everyone first playing your game is. Bad move dude

phydeaux
2004.11.23, 09:58 PM
In Nanocrisis I used ODE for polygon-sphere collisons and it worked okay. For high-speeds perhaps it's a bit screwier, but that would have been a much better choice than making everything a box- I think that's really what ruined the game for me, because once you hit a wall too hard at a bad angle, because it's a box you get spun around like crazy, screwing you over permanently for the most part.

Zwilnik
2004.11.23, 10:44 PM
If you're doing your ground collision on the same basis as your wall collision (so using a sphere breaks your ground collision), use a cylinder. Effectively turning your car into a hockey puck and hopefully giving you better wall collision.

I liked this one, despite the look, it's rather fun to play :)

ThemsAllTook
2004.11.23, 11:02 PM
In the newest version, I get a crash every time I try to restart a race. :(

**********

Host Name: Bendezium.local
Date/Time: 2004-11-23 22:54:12 -0500
OS Version: 10.3.6 (Build 7R28)
Report Version: 2

Command: JetRace
Path: /Users/adiener/Desktop/BitRacer/BitRacer.app/Contents/MacOS/JetRace
Version: 1.0.9 (1.0.9)
PID: 786
Thread: 0

Exception: EXC_BAD_ACCESS (0x0001)
Codes: KERN_PROTECTION_FAILURE (0x0002) at 0x00000004

Thread 0 Crashed:
0 libobjc.A.dylib 0x908311e8 objc_msgSend + 0x8
1 JetRacer 0x0000b238 -[JRRacer setColorR:G:B:] + 0x44 (crt.c:300)
2 JetRacer 0x00009aac -[JRController startWithLevel:] + 0x1f4 (crt.c:300)
3 JetRacer 0x00017f0c -[JRMenuItemView check] + 0xc0 (crt.c:300)
4 com.apple.AppKit 0x92e02570 -[NSWindow sendEvent:] + 0x1180
5 com.apple.AppKit 0x92df4b98 -[NSApplication sendEvent:] + 0xebc
6 com.apple.AppKit 0x92dfcfb0 -[NSApplication run] + 0x240
7 com.apple.AppKit 0x92eb948c NSApplicationMain + 0x1d0
8 JetRacer 0x0000935c _start + 0x188 (crt.c:267)
9 dyld 0x8fe1a558 _dyld_start + 0x64

Thread 1:
0 libSystem.B.dylib 0x900074c8 mach_msg_trap + 0x8
1 libSystem.B.dylib 0x90007018 mach_msg + 0x38
2 com.apple.opengl 0x90d66608 glcDebugListener + 0xfc
3 libSystem.B.dylib 0x900246e8 _pthread_body + 0x28

Thread 2:
0 libSystem.B.dylib 0x900074c8 mach_msg_trap + 0x8
1 libSystem.B.dylib 0x90007018 mach_msg + 0x38
2 com.apple.CoreFoundation 0x90191708 __CFRunLoopRun + 0x350
3 com.apple.CoreFoundation 0x90195e94 CFRunLoopRunSpecific + 0x148
4 com.apple.audio.CoreAudio 0x90732f80 HALRunLoop::OwnThread(void*) + 0x104
5 com.apple.audio.CoreAudio 0x907391e0 CAPThread::Entry(CAPThread*) + 0x30
6 libSystem.B.dylib 0x900246e8 _pthread_body + 0x28

Thread 3:
0 libSystem.B.dylib 0x90018be8 semaphore_timedwait_signal_trap + 0x8
1 libSystem.B.dylib 0x9000e788 _pthread_cond_wait + 0x268
2 com.apple.audio.CoreAudio 0x907244fc CAGuard::WaitFor(unsigned long long) + 0xdc
3 com.apple.audio.CoreAudio 0x90724130 CAGuard::WaitUntil(unsigned long long) + 0x130
4 com.apple.audio.CoreAudio 0x90722b20 HPIOThread::WorkLoop() + 0x358
5 com.apple.audio.CoreAudio 0x9073919c HPIOThread::ThreadEntry(HPIOThread*) + 0x1c
6 com.apple.audio.CoreAudio 0x907391e0 CAPThread::Entry(CAPThread*) + 0x30
7 libSystem.B.dylib 0x900246e8 _pthread_body + 0x28

Thread 4:
0 libSystem.B.dylib 0x90018be8 semaphore_timedwait_signal_trap + 0x8
1 libSystem.B.dylib 0x9000e788 _pthread_cond_wait + 0x268
2 ...ple.CoreServices.CarbonCore 0x902aa798 TSWaitOnSemaphoreCommon + 0xb0
3 ...ple.CoreServices.CarbonCore 0x902aa61c AsyncFileThread(void*) + 0x38
4 libSystem.B.dylib 0x900246e8 _pthread_body + 0x28

PPC Thread State:
srr0: 0x908311e8 srr1: 0x0200f030 vrsave: 0x00000000
cr: 0x48000444 xer: 0x00000004 lr: 0x0000b238 ctr: 0x908311e0
r0: 0x0000b238 r1: 0xbffff020 r2: 0xa00011ac r3: 0x00000004
r4: 0x000bdb8c r5: 0x3ff0cccc r6: 0xcccccccd r7: 0x065835b0
r8: 0x05d65a80 r9: 0x00000211 r10: 0x0000b120 r11: 0x000e62e8
r12: 0x908311e0 r13: 0x000e98b8 r14: 0x00000000 r15: 0x000e98b8
r16: 0x000f0a94 r17: 0x43300000 r18: 0x000f0a98 r19: 0x005ae790
r20: 0x000f0ed8 r21: 0x000f0a44 r22: 0x000f0a58 r23: 0x000f0ee4
r24: 0x000f0a68 r25: 0x000f0a64 r26: 0x000f0a6c r27: 0x000f0a70
r28: 0x000f0a74 r29: 0x000f0b6c r30: 0x06c52360 r31: 0x0000b1f4

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- Alex Diener

willThimbleby
2004.11.24, 08:39 AM
Ack. Just built a new version over vnc from work, and uploaded it. Should work now but stupidly not tested. :) Games don't work well over vnc. Will check properly when I get home.