Test of Stunt Game Engine
#101
Re: Test of Stunt Game Engine
To those who are having problems with the install please try this and let me know what works.
Can you try and install the latest Dx9 from Microsoft and install the test again? I'm using newest api drivers for dx9 and .net 2.0 so I'll post two links to those to see if they will provide a work around to the install.
Sorry if this is greek to you, but it may give me an idea of what is wrong since I cannot test it myself yet. I do appreciate your efforts.
Links:
M$ DirectX9.0 as of 2/5/2010
If that doesn't get it then this may:
M$ .NET Framework 3.5 SP1
The links go to Microsoft sites and do not start downloads automatically. If one of these fixes it let me know and I will build the redistribution package into the test to fix this issue.
Thanks again for your patience.
Otherwise I need to build in the XNA Redist. Package and that should do it as well. One way or another I'll get it compatible with Windows XP and up fo sho.
Can you try and install the latest Dx9 from Microsoft and install the test again? I'm using newest api drivers for dx9 and .net 2.0 so I'll post two links to those to see if they will provide a work around to the install.
Sorry if this is greek to you, but it may give me an idea of what is wrong since I cannot test it myself yet. I do appreciate your efforts.
Links:
M$ DirectX9.0 as of 2/5/2010
If that doesn't get it then this may:
M$ .NET Framework 3.5 SP1
The links go to Microsoft sites and do not start downloads automatically. If one of these fixes it let me know and I will build the redistribution package into the test to fix this issue.
Thanks again for your patience.
Otherwise I need to build in the XNA Redist. Package and that should do it as well. One way or another I'll get it compatible with Windows XP and up fo sho.
#102
#103
Re: Test of Stunt Game Engine
wow dude that was fukn crazy
#105
#106
Re: Test of Stunt Game Engine
only way i woulda went home is if the lady got crushed lol but since she didnt we kept ripping with cops eventually trying to catch us near times square lol
I didnt see that but I did see his whole hood was DESTROYED so I'm assuming the airbag deployed. Fun times for sure and look forward to next time you come out
I didnt see that but I did see his whole hood was DESTROYED so I'm assuming the airbag deployed. Fun times for sure and look forward to next time you come out
#107
Re: Test of Stunt Game Engine
#110
Re: Test of Stunt Game Engine
Best time to do that would be Hollywoods Block Party. Here's a clip from the 2nd or 3rd year. After Double O left there wasnt a dedicated camera man the last few years but its been gettin better and better each year.
http://www.youtube.com/watch?v=HO2K4uDgK4Q
Even better - small clip from a spectator in the street that I found on youtube. This was during the Halloween ride but it goes down like this during the block party too. Nothing better than rollin through Times Square and past Madison Square Garden on one wheel
http://www.youtube.com/watch?v=rfd8gYjzCWE
http://www.youtube.com/watch?v=HO2K4uDgK4Q
Even better - small clip from a spectator in the street that I found on youtube. This was during the Halloween ride but it goes down like this during the block party too. Nothing better than rollin through Times Square and past Madison Square Garden on one wheel
http://www.youtube.com/watch?v=rfd8gYjzCWE
#112
Re: Test of Stunt Game Engine
I'm missing out, you guys shut down **** in NY.
Anyone try my fix? I'm going to setup a virtual machine and test on it so I don't have to have you guys doing my piddly ****.
Did anyone try the fix I posted?
Anyone try my fix? I'm going to setup a virtual machine and test on it so I don't have to have you guys doing my piddly ****.
Did anyone try the fix I posted?
#114
Re: Test of Stunt Game Engine
On my physics proof of concept, I'm having a problem.
I'm using BulletX for my 3D physics engine and I am tweaking it a bit to "feel" right. I'm having a problem though.
I have not modeled a rider and without a rider a bike will not stand without a kickstand or being in motion. I'm trying as hard as I can to keep it realistic so I do not want to fudge a variable. If I give the bike a vector it will balance for a bit before the velocity falls and the bike ends up on it's side. I'm considering making a simple model that is invisible for now just to use as a riders foot when the bike is at a stop.
Any thoughts on that from someone who might know a simple work around? I think the simple proposed invisible "foot" might work for now. Hoping to find a good solution that will transition to bike recovery after a spill with little effort... two birds one stone kinda thing.
I know this should be posted in the BulletX forum, but no one there is working with complex motorcycle models and physics.... that I know if and from a quick search.
I'm using BulletX for my 3D physics engine and I am tweaking it a bit to "feel" right. I'm having a problem though.
I have not modeled a rider and without a rider a bike will not stand without a kickstand or being in motion. I'm trying as hard as I can to keep it realistic so I do not want to fudge a variable. If I give the bike a vector it will balance for a bit before the velocity falls and the bike ends up on it's side. I'm considering making a simple model that is invisible for now just to use as a riders foot when the bike is at a stop.
Any thoughts on that from someone who might know a simple work around? I think the simple proposed invisible "foot" might work for now. Hoping to find a good solution that will transition to bike recovery after a spill with little effort... two birds one stone kinda thing.
I know this should be posted in the BulletX forum, but no one there is working with complex motorcycle models and physics.... that I know if and from a quick search.
Last edited by KillTheStreet; 03-15-2010 at 11:08 AM.
#115
Re: Test of Stunt Game Engine
I have not modeled a rider and without a rider a bike will not stand without a kickstand or being in motion. I'm trying as hard as I can to keep it realistic so I do not want to fudge a variable. If I give the bike a vector it will balance for a bit before the velocity falls and the bike ends up on it's side. I'm considering making a simple model that is invisible for now just to use as a riders foot when the bike is at a stop.
Any thoughts on that from someone who might know a simple work around? I think the simple proposed invisible "foot" might work for now. Hoping to find a good solution that will transition to bike recovery after a spill with little effort... two birds one stone kinda thing.
Any thoughts on that from someone who might know a simple work around? I think the simple proposed invisible "foot" might work for now. Hoping to find a good solution that will transition to bike recovery after a spill with little effort... two birds one stone kinda thing.
The problem is your trying to plug and play some physics solution when you're in way over your head.
Last edited by inolen; 03-15-2010 at 11:17 AM.
#116
Re: Test of Stunt Game Engine
And no it is not plug and play, obviously... BulletX only supports car physics (very different than motorcycle physics) out of the box so there is no way to "plug-and-play" something that is not even supported. I had to modify the engine a bit to my liking.
So do you have any helpful suggestions or just feeling like being an *** hat today...
As far as physics go, here is the last machine I worked on a detailed simulation for:
In over my head is different than being in a new market... Try and work on something that complex, it trumps any Tony Hawk game you have ever worked on buddy... I'm just using different technology and there is a learning curve is all.
This machine uses C++ and PhysX, now I'm using C# and BulletX ... big whoop...
Last edited by KillTheStreet; 03-15-2010 at 11:28 AM.
#117
Re: Test of Stunt Game Engine
Sorry, I meant to say vector and velocity... And I'm new to this physics engine yeah. I cannot use PhysX because it is C++ and only managed code will run on XBOX360... I would use it if I could because the API is more familiar to me.
So do you have any helpful suggestions or just feeling like being an *** hat today...
So do you have any helpful suggestions or just feeling like being an *** hat today...
Learn how to program.
Learn about 3d math.
Then work on applying these concepts to smaller scale projects so you can actually learn something and make a complete product. Making a complete product is a hard thing to do, even on small scale projects and will teach you a lot.
#118
Re: Test of Stunt Game Engine
As far as physics go, here is the last machine I worked on a detailed simulation for:
In over my head is different than being in a new market... Try and work on something that complex, it trumps any Tony Hawk game you have ever worked on buddy... I'm just using different technology and there is a learning curve is all.
This machine uses C++ and PhysX, now I'm using C# and BulletX ... big whoop...
In over my head is different than being in a new market... Try and work on something that complex, it trumps any Tony Hawk game you have ever worked on buddy... I'm just using different technology and there is a learning curve is all.
This machine uses C++ and PhysX, now I'm using C# and BulletX ... big whoop...
What are you trying to say you did here? You said you were an artist earlier, so did you do programming or art for this project? Flashing some photos with no explanation of your involvement doesn't help with the "faking the funk" aura you have going here.
AAA games are rather complex projects, but I love how with your complete lack of experience you can say that some project it seems you did art for is more complex
I'm not saying that what you're trying to do here is easy and what I've worked on is hard, I'm simply legitimizing my statements when I say you're a moron that has no idea what he's talking about.
Last edited by inolen; 03-15-2010 at 11:40 AM.
#119
Re: Test of Stunt Game Engine
My helpful advice:
Learn how to program.
Learn about 3d math.
Then work on applying these concepts to smaller scale projects so you can actually learn something and make a complete product. Making a complete product is a hard thing to do, even on small scale projects and will teach you a lot.
Learn how to program.
Learn about 3d math.
Then work on applying these concepts to smaller scale projects so you can actually learn something and make a complete product. Making a complete product is a hard thing to do, even on small scale projects and will teach you a lot.
This project is much smaller scale than what I have worked on in the past for commercial industry. A PS3 remote or XBox remote have far fewer inputs to map and variables to plan for. Thank God I'm not calcualting buoyancy at extreme depths anymore, that stuff was garbage. I'm thinking that the 3D math will be a bit more complex than the ROV simulator though. I'm confident that I will be able to figure it out though.
#120
Re: Test of Stunt Game Engine
I just saw you added this to your post.
What are you trying to say you did here? You said you were an artist earlier, so did you do programming or art for this project? Flashing some photos with no explanation of your involvement doesn't help with the "faking the funk" aura you have going here.
AAA games are rather complex projects, but I love how with your complete lack of experience you can say that some project it seems you did art for is more complex
What are you trying to say you did here? You said you were an artist earlier, so did you do programming or art for this project? Flashing some photos with no explanation of your involvement doesn't help with the "faking the funk" aura you have going here.
AAA games are rather complex projects, but I love how with your complete lack of experience you can say that some project it seems you did art for is more complex
You act like there is not a surge of independent studios developing compelling game titles at the moment or that it is impossible to do. I assure you that I can make it happen with my own time, blood and sweat.
Thanks for nothing buddy.