Looks good though. The rendering is very PSX-ish. It even has the wavy textures when they get close (from the fixed point math I presume), still looks great for a non-3D system. It seems very fast and smooth, hopefully it can maintain that when other vehicles are on the track too.
Rapidracoon - Racing Game Wip
#61
Posted 14 November 2006 - 04:40 AM
Looks good though. The rendering is very PSX-ish. It even has the wavy textures when they get close (from the fixed point math I presume), still looks great for a non-3D system. It seems very fast and smooth, hopefully it can maintain that when other vehicles are on the track too.
#62
Posted 14 November 2006 - 08:17 AM
You can't beleieve it? It's not exactly a trivial task you know... >_>Finally! I can't believe it's taken this long for someone to make a homebrew racer! If it's commercial, I'll buy it.
Congrat Ukko. looks good so far. Kudos for using starcast.xm as the music in that vid. I'll say again please grace us with a nice demo as soon as you can!
#63
Posted 14 November 2006 - 08:24 AM
You can't beleieve it? It's not exactly a trivial task you know... >_>Finally! I can't believe it's taken this long for someone to make a homebrew racer! If it's commercial, I'll buy it.
Congrat Ukko. looks good so far. Kudos for using starcast.xm as the music in that vid. I'll say again please grace us with a nice demo as soon as you can!
Yeeaahh! STARCAST done by my friend REZ, he'll make all the music for RapidRacoon (like BabylonBastard)
#64
Posted 14 November 2006 - 08:49 AM
LOLNo they don't, they're smelly and arrogant bastards! At least, you and every Frenchman I've met personally are.
The world needs more developers like yourselves.
And they're french! Face it nickspoon, I rock, they rock, frenchmen rock!
EDIT: And they wear silly hats and have a strange obsession with long bread rolls and bicycles.
[/off topic]
#65
Posted 14 November 2006 - 09:08 AM
That was exactly what we were missing for this handled. A nice, smooth futurist racing game.
Bravo !
#66
Posted 14 November 2006 - 09:40 AM
#67
Posted 14 November 2006 - 10:21 AM
#68
Posted 14 November 2006 - 10:30 AM
I notice it has an undulating track. Could the 3d-engine handle some big hills? Some mountain-based tracks?
What do you mean by undulating track?
BTW the 3D engine is based on quad-tree, then it's able to manage any sort of map, but we optimised it only to handle obgect beside the track.
#69
Posted 14 November 2006 - 10:36 AM
What do you mean by undulating track?
The road goes up and down, rather than being completely flat. I was wondering if the engine could be pushed to do this:
#70
Posted 14 November 2006 - 10:46 AM
What do you mean by undulating track?
The road goes up and down, rather than being completely flat. I was wondering if the engine could be pushed to do this:
Yes! it's not realy visible on the video version coz the camera follows the track.
#71
Posted 14 November 2006 - 10:53 AM
#72
Posted 14 November 2006 - 11:03 AM
As DaveC said - very PSX-like - which is great.
Always thought something of this standard would be possible, especially with PSX4ALL running such quality at 6 fps under emulation.
Okay, to follow on the undulating track thread - Can/does the track cross itself - ie does it have bridges over itself? I get the impression from the video that it does..?
Looking forward to a demo of some kind
Edited by kevcal, 14 November 2006 - 11:09 AM.
#73
Posted 14 November 2006 - 11:05 AM
#74
Posted 14 November 2006 - 11:15 AM
That's very impressive speed you have there at the moment! Is that a 200MHz clocked gp2x??
As DaveC said - very PSX-like - which is great.
Always thought something of this standard would be possible, especially with PSX4ALL running such quality at 6 fps under emulation.
Okay, to follow on the undulating track thread - Can/does the track cross itself - ie does it have bridges over itself? I get the impression from the video that it does..?
Looking forward to a demo of some kind
Well, the track can cross itseft but on diferent level(one part upside an other part) no crossroad.
It actualy run at 200mhz.
#75
Posted 14 November 2006 - 11:36 AM
I'm noticing a certain lack of other drivers - is this because they're not coded yet, or just not in the demo's repetoire? And as and when they turn up (assuming they do), how much do you think that might affect framerate to e.g. have 4 other drivers on screen at once?











