Mini Machines – car racing game

@t0neg0d said: <3 This is AMAZING LOOKING!! Really great job!!

Almost forgot to ask… How did you decide to handle decals for the tire marks? Well done!

@lunikon said: Very nice. May I ask how you achieved the skid marks?

Skid marks are one mesh with streamed dynamic position,normal and color vertex buffers. This mesh has 100 (or >) quad elements. They dynamically positioned on wheel hit location. Vertex color indicates intensity of mark, based on wheel slip.

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Here’s playable demo version of our game on facebook:

http://www.facebook.com/appcenter/minimachines

not working

New video - car service room. Here player can paint cars, install parts, buy new parts and tune car settings (not implemented yet)

[video]http://youtu.be/rlT4HmAzhPI[/video]

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Looks amazing! :slight_smile:

Wow that’s very impressive. Looks professional, very nice work.

a pocemu menu po rusky? :smiley:

<cite>@eraslt said:</cite> a pocemu menu po rusky? :D

potomu chto ispanskiy ne znaem XD

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Wow, you’ve done a really nice job of making it “lively”. You really ought to put a funky soundtrack on that video though! Just choose a free one from YouTube.

What kind of physics tool did you use for the antenna, where it acts like a spring? I’ve been searching for something like that for a while now, and I see you made it work! Nice job on the game so far!

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Hello. How did you create vehicle physics? Wheels are separated rigidbodycontrols joined to car body using joints? What about suspension?

@dawnmichal said: Hello. How did you create vehicle physics? Wheels are separated rigidbodycontrols joined to car body using joints? What about suspension?
There is a vehicle control class that does everything for you. Look at the test vehicle code for help.

I do not think that it is realized by VehicleControl class. Look at videos, how the body and chassis moves… VehicleControl class has a few weaknesses yet. For example I really miss wheel rotation based on engine torque, not as it is now (based on car speed).

@dawnmichal said: I do not think that it is realized by VehicleControl class. Look at videos, how the body and chassis moves.... VehicleControl class has a few weaknesses yet. For example I really miss wheel rotation based on engine torque, not as it is now (based on car speed).

Why don’t you just rotate the wheels manually then? You just need to remove the delta between the speed based rotation and the power based rotation from the wheel rotation.

Maybe I don’t understand properly, but wheel rotation (in current jmonkeyengine version) is vehicle speed based. There is no information about engine torque…If I turned the car upside down and call “wheel.accelerate(100);”, wheel model would remain at rest.
Vehicle doesn’t move and thats good, because wheels not touching the ground. But also wheels do not rotate and thats bad, because I call accelerate method and this should rotate wheels.

Maybe If I will be able to get engine torque and divide it by wheel.getSkidInfo() …
(Sorry for my english)

@dawnmichal said: Maybe I don't understand properly, but wheel rotation (in current jmonkeyengine version) is vehicle speed based. There is no information about engine torque....If I turned the car upside down and call "wheel.accelerate(100);", wheel model would remain at rest. Vehicle doesn't move and thats good, because wheels not touching the ground. But also wheels do not rotate and thats bad, because I call accelerate method and this should rotate wheels.

Maybe If I will be able to get engine torque and divide it by wheel.getSkidInfo() …
(Sorry for my english)


You would probably be better off creating your own vehicle control class and base everything off the engine and torque vs the actually acceleration. It would be cool to see someone make something like this and put it in the documentation =D