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Monday, May 08, 2006

Development update


Just some infos on what's going on. Since 0.25a, I'm developping a truck editor. That's not fancy stuff as usual, but wow, that's really a powerfull tool for creating trucks.

For instance I created this chassis base in a few clicks. I took me some minutes to do what I do usually in a day by the hand.

Right now, what is done is the 3 views environment, loading and saving of truck files, a 3D cursor, a powerfull node selection system, the ability to move and delete nodes, and a construction tool capable to create nodes, rods and trusses efficiently.

There are still many features to add, like nodes and rods properties edition, wheels edition, and last but not the least: skinning (cab construction and texturing). There is also some work to do to integrate the editor in the game flow.

Right now the editor is more than 2000 lines of C++ code, and counting. So don't worry if you don't see pretty new screenshots for a while, I'm in the bowels of the editor, and this is worth it because this will make truck creation much easier for me and for you!

35 comments:

  1. Anonymous8/5/06 23:51

    Keep it up Pricorde and u could be on to somthing

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  2. Looks great, I admire your programming skills.

    My current language of choice, Perl, isn't very oriented at game coding, even though a few 3D libraries support it... I should learn C++ one of these days.

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  3. Anonymous9/5/06 13:03

    totaly awesome.

    keep up the excelent work :D

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  4. Anonymous9/5/06 21:19

    great man keep up the good work and maybe you can give some beta to some people the will try it because i'm making a truck know but i takes me alot of time whit kladblok or ... so i would like to be a tester

    paddie_90@hotmail.com

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  5. Anonymous10/5/06 02:41

    i'm kinda stalling my crazy truck experiments right now, (it's all a bit heavy ATM :))

    i've managed a nice 6x4 and i'm currently working out how to make a bridging machine! this editor is gonna be sooooooo much easier on the brain! i've got far too many bits of graph paper piling up near my computer!

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  6. Cool, I dit not know there was so much truck projects!
    There is no beta program because:
    -it's too incomplete
    -once you do a truck in the editor, you loose track of the node numbers (they are automatically assigned), and it makes it very difficult to figure how to complete the truck by the hand, because you don't know which node goes where.

    But I expect to release it once the editor is able to fully model a skeletal truck (only rods, no cab), and I will add modeling and skinning of the cab later in a second time.

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  7. Thought of a few questions:

    - How many wheels per truck?
    - Can you have opposing wheels, i.e. so that you can have a truck whose front wheels turn left and the back wheels turn right when turning left?
    - Is the problem with not enough function keys for hydraulics going to be fixed with the next version?

    Thanks!

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  8. - How many wheels per truck?

    I think it's 10. Watch out this will hurt your FPS! (Rule of thumb: simulating a set of 4 wheels is as time consuming as simulating a typical chassis)
    If you want more, tell me, I can raise the limit for the next version.

    - Can you have opposing wheels, i.e. so that you can have a truck whose front wheels turn left and the back wheels turn right when turning left?

    Of course. This is done by tinkering with the "hydros" section (which are the direction actuactor and not the regular hydros). Just build a second direction axle and reverse the hydros ratio, so they will push instead of pull, and inversely.

    - Is the problem with not enough function keys for hydraulics going to be fixed with the next version?

    No, it's not in my immediate priorities. All you can do is bundle multiple hydros to the same keys. With 12 keys you can already do many things.
    In the long term, I plan to do a key-assignment config screen, but this is not a top priority.

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  9. Thanks for the answers!

    I saw you mention dirt simulation somewhere in the TruckPol subforum.

    I've seen a game with deformable terrain (Construction Destruction) that seemed to work more or less this way:

    The map has a series of virtual points with a certain assigned height. You could think of the terrain like your standard 3D patch, where if you pull up a single vertex you get a little four-sided hill.

    Vehicles and so on probably have a part of the model defined as a "bucket" that can hold dirt, and the excavators have a bucket and a polygon defined as the "cutting edge" (this is all guesswork) that allows them to load the bucket up and drop it in one of the vehicles which can carry dirt, a tipper truck.

    I'm not sure how this would scale in RoR, since the maps in Construction Destruction are pretty small and might have, at most, a couple hundred height points.

    Just something I thought would be interesting, if you someday go for dirt simulation.

    I know that the game is a long way from this, but are you planning on multiplayer? There are a few good networking libraries, or so I hear, and with your rate of development I wouldn't be amazed if it someday were implemented... one thing we'd need would be saveable states, so that we could work on a "big dig" (if dirt simulation was implemented), like terraforming a whole part of a map over a few real-life days.

    Just my two cents.

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  10. I was also wondering whether the processing power needed to simulate truck vs. truck interaction has any chance of being lowered...
    On my AMD Athlon XP 1800+ the framerate goes down to 4FPS every time I get within the "calculation" radius of a truck with another truck. When out in the open I can usually do around 30 FPS (I have a GeForce 5200 FX graphics card).

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  11. Anonymous16/5/06 09:30

    can anyone provide a link to the vccrt.msi file download. I cant seem to find it...

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  12. Anonymous16/5/06 13:21

    Its in the 2.5a and 2.5 folder lookf or it

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  13. Anonymous16/5/06 21:18

    Yeahh, that would be great if you could raise the number of wheels tha you can use.

    anyway keep up the good work.

    ohyeah, when can we expect a version of the truckeditor that we can use?

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  14. Anonymous17/5/06 13:49

    Will the truck editor allow us to make new types of trailer also? Like Low loader trailers, and flatbeds with those securing lugs you put on the HIAB truck.

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  15. Anonymous18/5/06 22:53

    can you be a little more specific as to where the vccrt.msi file is...

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  16. Anonymous19/5/06 23:17

    I like the idea of excavation vehicles. I currently have a 10x8 Ginaf kipperfor the game and I am working on a 10x4 Leebur container carrier. I also trying to make a loader to load the kippper. It would make it more real if you could will the kipper with dirt.

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  17. Just for info,
    I tried to do dirt "my way" and it does not work well (too slow, too unstable). I was too optimistic with this "solution".
    The next most tractable solution is a bit more complex, so don't expect to see it soon.
    Sorry.
    But I keep the idea and I'll try it later.

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  18. Anonymous22/5/06 23:03

    I finished my Ginaf 10x4 with leebur container hook. I only need to tweak the performance and texure the truck. what for file format do you use for the texures? And is it posible to insert 3ds mesch files? when I finish the truck where is the best place to upload it?

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  19. Anonymous23/5/06 00:03

    send it to me massey6290@hotmail.com i will upload it to me rigs of rods sie for you

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  20. Anonymous23/5/06 12:08

    Once hes sends me it i will put it straight up

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  21. Anonymous23/5/06 21:52

    its up..

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  22. Er... where is the file, exactly?

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  23. Anonymous23/5/06 23:45

    My site clikc my name
    and could u sort the smei one as trailer legs wotn go up with it

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  24. Anonymous24/5/06 01:48

    Can u make a tractor and trailer now?

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  25. Anonymous24/5/06 11:22

    I'm also working on trucks and trailers for transporting 20ft and 40ft containers. I'll make a krane to lift the containers on to the truck or trailer. I was thinking to use the 10x5 chassis for the 20ft and a semi with trailer for 2x 20ft or 1x 40ft container. They are quiet easy to make because I can use the files I allready have.
    For the crane I have to start from scratch so don't expect a highly detailed vehicle.

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  26. Anonymous24/5/06 12:03

    I modified the acontainer.load file to lower the loaded weight of the container. Default it is set to 10 tons. I lowered it to 7 tons. Then the arm will not break.
    I will put the load file in to the zip file for the of shore pack

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  27. Anonymous24/5/06 13:44

    a tractor and lowloader would be great

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  28. Anonymous24/5/06 14:00

    Maybe later I was thinking more like this one:
    http://www.johnson-lift.com/draft2/images/lifttrucks/pneumatic/RS45ReachStacker.jpg
    and for the tracktor:
    http://www.newmarkets.co.uk/ProductPages/Reinor/Reinor_images/Container.jpg
    For the semi I want to use the flatbed as base and turn it to a 6x2 with the third axle liftable.

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  29. Anonymous24/5/06 16:54

    Get a tractor then a dolly unit for it

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  30. Hit "X" so the battery light turns on, then hold "S" until the engine starts up. Simple.

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  31. Anonymous31/5/06 01:11

    It's gonna make playing with these toys you've given us so much more fun! :)

    I've spent a little while playing with the self levelling suspension system, and with variable ride heights too!

    can't wait for the editor, we'll be seing a lot of new trucks/experiments before too long.

    keep coding man!

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  32. Anonymous31/5/06 12:08

    yes when can we expect .26?

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  33. Anonymous18/6/06 21:15

    pricorde, when i try and save the truck i edited in the truck editor, it does nothing... Is this supposed to happen?

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  34. Anonymous18/6/06 21:21

    nevermind... found it.. but my truck crashes game.. its a good start anyway!

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  35. Anonymous15/7/06 03:03

    sweet...

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