My Boxing Game

Ok I know I already have a thread about this game. But since I’ve been working on this game last 5 years and the difference between the current game and last time I posted about it is huge I thought it would be OK to make a new thread.

There are new graphics (skins, some backgrounds), online play and  rankings…

Of course it uses Jmonkey (it’s awesome you know it !) , JGN  for networking (thanks Frog, stay with this project it’s great) and PhysX.

Only thing I don’t like about the game until now is the GUI (JMEDesktop) which looks kind of dull…so I was thinking about switching to Nifty or something else.



Here’s a video.



http://www.youtube.com/watch?v=v3piQTMeZDw



And a picture







And if you feel like it, you can try out the game here



http://www.onlineboxing.net



And the controls



http://www.onlineboxing.net/ob3d/support/


from what i saw in the youtube video, your game looks really legit.



awesome stuff!

Very cool.



You did all by yourself? E.g. animated the models by hand?



Regards,



snare

Thanks.



Yes I animated everything myself, but the animations are pretty simple so that wasn't hard.

Posted another video on youtube.



http://www.youtube.com/watch?v=1659GbwTpoA&feature=player_embedded



In this version the routine that calculates punches impact has been improved ALOT (which is more important than you might think, for gameplay)

Looking great!


Baune said:
In this version the routine that calculates punches impact has been improved ALOT (which is more important than you might think, for gameplay)


... in a boxing game,  what could possibly be more important than figuring out the impact of a punch?!?!

Yes lol…but it wasnt so easy, because PhysX doesnt have any functions that can do that. So it's a couple of homegrown routines based on stuff like how completed is the movement, what punch is it (each punch has an assigned power) the velocity, the angle and what areas collide. you'd think that a physics engine would be able to report the exact force of impact…but all Physx is able to do( and any other physics engine ive looked at)  is return mass*speed…which is not the real force of a punch.

Baune said:

Yes lol..but it wasnt so easy, because PhysX doesnt have any functions that can do that. So it's a couple of homegrown routines based on stuff like how completed is the movement, what punch is it (each punch has an assigned power) the velocity, the angle and what areas collide. you'd think that a physics engine would be able to report the exact force of impact..but all Physx is able to do( and any other physics engine ive looked at)  is return mass*speed..which is not the real force of a punch.


And thus we have physics for aesthetics vs. physics for science ;)

Not really it's just an inadequacy of the physics engine.

mass*speed is fine for bullets and asteroids, but clearly David Haye has more behind a right hook than the weight of his fist. Modelling the whole musculature of a human body and how that boxer is transferring power into the punch is a lot more complicated than most games bother with.

Baune said:
I've been working on this game last 5 years

It is impressive, I don't beat you, I have worked only 3 years on mine. I have posted your latest video on my blog, I find it so good, keep it up :D

Lol thanks, not proud of spending 5 years on it, but remember I didnt know anything about 3d graphics or physics engines before that so had to take time to learn that. I was just  a webdeveloper. Btw wheres your blog ?

Baune said:

Lol thanks, not proud of spending 5 years on it, but remember I didnt know anything about 3d graphics or physics engines before that so had to take time to learn that. I was just  a webdeveloper. Btw wheres your blog ?


Your game appears there:
http://gouessej.skyrock.com/2686979482-Online-Boxing-version-0-5-update-2.html

Great ! thanks for posting it !

Alric said:

Not really it's just an inadequacy of the physics engine.
mass*speed is fine for bullets and asteroids, but clearly David Haye has more behind a right hook than the weight of his fist. Modelling the whole musculature of a human body and how that boxer is transferring power into the punch is a lot more complicated than most games bother with.

yes, but at the same time, I'd say these kind of calculations are so important, or the gameplay will not be realistic. And Physics games aim for realism am I right ?

Absolutely, I always found your game hugely impressive even when it was just box and sphere fighters because it at least to some extent has realistic looking physics in a fighting game. I love how the power and impact of a punch vary depending on how well the attacker is set and what position the defender is in, and so on. It's a world away from the pre animated moves most other games have which are just not satisfying however fancy they make them.



So all credit to you - I'm sure one day the physics engines will catch up but whatever those homegrown routines are, look good to me.

Good Job!



I have like a month since I started my game and I have many things to learn. 5 years sounds a lot to me… I will be patient. I'm a web developer too with very limited experience in game programming… I will release my game as Open Source, is your game Open Source too?



Keep going!

Looks great so far.  I look forward to trying out more complete versions.



If the only reason you don't want to open source it is because you don't want people 'playing' with your code, it's a bit of a silly reason.  The code license should stop anybody hijacking your code for nefarious purposes and you'll still have total control over your own project - and if somebody likes your project enough to fork it, then that's 1) a compliment and 2) only going to increase awareness of your project.

Baune said:

..so I was thinking about switching to Nifty or something else.


Sweet stuff, keep it up! BTW, have you switched to Nifty? I'm just getting started with jME and saw Nifty as well. I'm wondering how to integrate the two.
Dougems said:

Baune said:

..so I was thinking about switching to Nifty or something else.


Sweet stuff, keep it up! BTW, have you switched to Nifty? I'm just getting started with jME and saw Nifty as well. I'm wondering how to integrate the two.

Thanks, I didn't make the switch to nifty, but I'd like to. Just seems to be too time consuming atm. I think for new projects it would be much better using nifty than swing, since the JMEDesktop seems very buggy. I have fought to get it to work and I don't think it should be part of the JME download but for some reason it is.

Haven't really used JMEDesktop, except to run the example. I actually got FengGUI working thanks to all the tutorials on the wiki. It doesn't seem as slick as Nifty is out of the box, but with some work it could probably come close. Anyhow I just needed something basic to put some buttons on the screen so FengGUI certainly works well for that.