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Showing posts with the label vdrift-ogre

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...

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 thr...

Stunt Rally 1.0 plus Pioneer and LambdaRogue

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I thought I'd come out of the desert back to this oasis of fun for the evening. Some emails to the freegamerblog gmail account (yes - I check it, sporadically) prompted this post. I do try to respond to everybody, even if sometimes I leave it a few weeks *cough* or months *cough* between logging in to the account. Stunt Rally Stunt Rally is a modification of VDrift which takes the VDrift physics engine and adapts it to the Ogre3D graphics engine. Add in a few really nifty Ogre3D-based components (terrain etc) and you have a very cool FOSS rally game! Since it was originally mentioned on the blog a few months ago, progress has continued unabated and the game has improved a lot. In fact, the 10th public version - Stunt Rally 1.0 - just got released! 35 tracks to drive on, in 6 sceneries, and 7 cars to choose from. There is also a fully functional Track Editor to create your own tracks or modify the existing ones. Above is a gameplay video of Stunt Rally. There's also a ...

Two weeks?

Has it really been that long since the last post here? I'd better contribute before tumble weed hits the front page. Egoboo 2.8.0 has been released ( download + changelog ). The Egoboo team stress this is an unstable release, that it hasn't yet seen the kind of testing they would like it to have, but it is "biggest release Egoboo has ever had" so it is good news for the project. Which got me thinking of the successor to Egoboo, SoulFu . Now, this project has had a rocky history. The author released it as "niceware" (some silly 'you agree to be nice to dogs' license) to prevent forks, but that just meant nobody really got involved. Amazed at the lack of help, along with some criticisms he didn't approve of, he threw his arms up and left the project in a huff. Some years passed by. Keen people started to get involved (screenshots!) and it seems it is moving again, albeit hampered by the loss of a domain name and forced to move to a new (crap...