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Showing posts from September, 2015

Stunt Rally 2.6 and Irrlamb 0.2

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Stunt Rally 2.6 has been released , with new features including pacenotes (i.e. corner speed/severity hints) and a rewritten sound system with reverberation ( changelog ). Stunt Rally is a sandbox racing game with a huge number of tracks (172 in 2.6) and lots of cars. It was originally forked from VDrift and features Ogre3D as a graphics engine instead of the custom (and less sophisticated) graphics engine in VDrift. A video is worth a thousand pictures and a picture a thousand words so, instead of me writing a million of those, I invite you to check out the gameplay in the video that accompanied the release: Also recently updated is Irrlamb . Those with incredibly good memories will recall this physics-based game originally appearing many years ago. I originally wrote about Irrlamb over 8 years ago on Free Gamer, and the previous release (0.1.1) is over 5 years old if I'm not mistaken (it is hard to check since things have moved on since then i.e. Google Code where its developm

OpenDungeons and FreeOrion updates plus ReTux

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A couple of long standing open source game projects have received significant updates. OpenDungeons , an open source dungeon management game, has seen release 0.6 make it out the door. Release highlights from the changelog : New spell logic with cooldown, targets and cost management Fancy new spells: Heal, Explosion and Haste Particle effects! Reworked library logic and made research order configurable New creature overlays that show the creatures' mood Customisable creature sound effects! Doors to better block enemies and macromanage allies In-game settings menu support! New claimed walls graphics and various other graphical improvements New minimap camera with real-time rendering Dedicated server support with command-line parameters There's plenty of screenshots in the announcement on the frontpage of the OpenDungeons website (but no direct link for the announcement, frustratingly).     Explosions! Spells! The research tree The project has some very regular contributors (both

Devcorner: Macros Are Evil

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The joys of programming - hours spent scratching one's head whilst trying to figure out why the seemingly correct code does not produce correct results. Hi, Charlie here. I used to post often. Where was I? Ah, yes, this nugget of brain fudgery from the VDrift forums posted by NaN: So I've spent some time today try to figure out why cars are still flying off in random directions when hitting curbs sometimes. It turns out it is a bug in Bullet, to be more specific in the SIMD_DEGS_PER_RAD macro. Code: #define SIMD_PI           btScalar(3.1415926535897932384626433832795029) #define SIMD_2_PI         btScalar(2.0) * SIMD_PI #define SIMD_HALF_PI      (SIMD_PI * btScalar(0.5)) #define SIMD_RADS_PER_DEG (SIMD_2_PI / btScalar(360.0)) #define SIMD_DEGS_PER_RAD  (btScalar(360.0) / SIMD_2_PI) The first one to spot it gets a virtual cookie. For the answer visit the thread, I won't spoil it here. Instead, I'll post a screenshot, also sourced from said forums and taken by Stunt Ral