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AppGameKit/AppGameKit Studio Showcase / [WIP] 3D Speed Racer

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MikeMax
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Posted: 10th Dec 2012 04:57 Edited at: 5th Jul 2013 04:02
.






.


Speed Racer is a futuristic racing game

Last Video :



Here are the old videos :





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BraindeaD
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Posted: 10th Dec 2012 06:28
Hi Mikemax,
it's a good beginning, it is very smooth.
BTW what program do you use to make and texturize the terrain?
Thanks and good luck with the game.
MikeMax
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Posted: 10th Dec 2012 06:45
L3DT but there is a lot of software that can do this. A great software like 3D World Studio can do this too (with the advantage of creating custom object directly in the map
MrValentine
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Posted: 10th Dec 2012 07:15


WOAH!

I did not know the BETA was this capable...

I hope to port my 3D game to AGK3D soon too...

Quote: "Wanted to know if AppGameKit had the sufficient commands to make this."


Do you mean continue and add more or?

MikeMax
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Posted: 10th Dec 2012 07:29
Quote: "Do you mean continue and add more or?"


Yes i think, just to decide in which way it must go Pure racing and/or battle mode "style" (like mariokart) with multiplayer support. (my AppGameKit Multiplayer Linux Server needs to be updated i guess since the latests versions). I will see that ... after.

For now I am currently adding multiple cameras to make a "Replay" option

Still needs for more functions in AppGameKit to create custom effects (coming soon it seems .
MrValentine
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Posted: 10th Dec 2012 07:45
Fantastic, keeping track of this

I think... have you played or seen...

Quote: "WipeOut?..."


or...

Quote: "Star Wars Episode I : Racer?..."


The video reminded me of both... keep it weapons free, I think age ratings jump as soon as you do... just guessing

A quick look at ratings for something like Mario Kart for the Wii

Woah... WipeOut Games

Obviously check other rating sites like ESRB etc...

Here is the Wipeout ESRB results...

If this is not a concern for you, Though I think it may be... Thought I might point it out

No idea why that came to mind, but handy none-the-less

MikeMax
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Posted: 10th Dec 2012 07:53
Yes i really liked playing StarWars Racer And WipeOut is a great game too

Quote: " keep it weapons free"


i don't know for the moment ,i will think about it.

And thank you for the links
BraindeaD
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Posted: 11th Dec 2012 06:29
Quote: "L3DT but there is a lot of software that can do this. A great software like 3D World Studio can do this too (with the advantage of creating custom object directly in the map "


Thanks for the info, MikeMax... I'll try the free version of L3DT to see if it's enough (I don't need something too advanced)
Best regards
DVader
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Posted: 14th Dec 2012 03:59
Looks pretty good so far! Nice to see some good use of the new 3D commands. the control seems smooth and realistic enough.

MikeMax
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Posted: 22nd Dec 2012 19:42
Now Working on MiniMap and Opponents A.I. / movements :

Cliff Mellangard 3DEGS
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Posted: 23rd Dec 2012 10:23
Mike is this aimed for mobile devices like android,iphone and ipad?
In this case do i wonder how well it runs on them ?

I see alot of pollygons and large textures that could mess things upp.

Or you have already splitted the ground mesh up in multiple small meshes that can be culled away when off screen.

The floating ship movement and handeling looks nice

Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
Android 4.0 , Dmtech 3g 9738B , 1024x768 , 9.7 inches , 1.2 ghz
MikeMax
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Posted: 24th Dec 2012 01:59
Aimed for mobiles.

Works smoothly on mobiles (S3 / iphone 4 (even on a galaxy Ace which is more a "low end" device)

i will record a video running directly on device soon if you want.
Cliff Mellangard 3DEGS
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Posted: 25th Dec 2012 12:21 Edited at: 25th Dec 2012 12:28
Quote: "Works smoothly on mobiles (S3 / iphone 4 (even on a galaxy Ace which is more a "low end" device)"

Wath ace do you mean as samsung galaxy ace 2 is not really an low end machine?
Iam basing this on the fact that ace 1 have android froyo 2.2 if you dont root it and install gingerbread on to it.
samsung ace 2 have an 800 mhz dual core cpu that is many times faster then 1 ghz-1.2 ghz single core cpus that most mobile devices are fitted with.(older and cheap phones)

One conclusion i have found is that when drawing 3d on ios and android so is the traditional fps measurement completely wrong and obselete.

30 fps cand draw 3d on droid almost as well as 60 fps on a windows computer.

Its an jungle when optimizing for mobile devices.

The bottleneck on ios and droid is more the draw time it takes to draw the 3d on screen.

There is alot that feels wrong when you have learned to code on windows devices to get things right on mobile devices.

I whas more giving you a heads up on the fact that you nead to do constant device testing if its aimed for mobile devices.

And use your device with the lowest performance when doing so.

One example is with some of my devices where my samsung galaxy y is a crapp phone on the paper but performes extremely well?
it have an single core cpu with 832 mhz and the funny thing is that it seams to not be locked to 60 fps like many other android machines.
it runs my platformer game at almost constant 60 and higher fps while my other 800 mhz device runs it at 30-45 fps.

One thing i noticed as well is that an silly and extremly small update in the code could make everything sluggish as the pipelines seamed to fill up.

Some thing i have read on the various dev blogs seam to be that some devs use more drawcalls instead of minimizing them when doing 3d to get better performance.
This seams to be something with the uv texture mapping when using subimages for texturing.
But ok ! this whas about more complex 3d games

I havent got so far as you have on my 3d project for android thats why iam a bit intrested on how it goes with your project

Iam still working on my 3d placement editor where i use various shaders to tile map and do various texture effects.
Shaders are complicated on ios and android and a huge performance killer.

So post as much feddback you can on bottle necks and other problems to get it working on droid

Ps.....
I want to point out that i whas impressed by the last video
My bad english sometimes gives the wrong impression i want to give
And yes i want a video as i love to watch progress videos.

Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
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Cliff Mellangard 3DEGS
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Posted: 8th Jan 2013 21:27
Mike how is your progress ?
Any new videos?

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RickV
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Posted: 9th Jan 2013 14:34
Very cool! I have shared this video in the TGC Facebook page.

It's very encouraging to see what you are doing with AppGameKit and that inspires us keep improving the tool.

Rick

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xGEKKOx
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Posted: 9th Jan 2013 15:56
Yeah i seen it on facebook.
Great way to start using the 3D!!!

Long life to Steve!
MikeMax
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Posted: 21st Jan 2013 09:26
New Video of the Boost mode and another Music preview




some optimizations have been done (for accelerometer, collisions, Polygon reductions etc..).

Runs at 700 fps on windows (hmm ok ... not very meaningful for you :p)
Runs at 60 fps on Nexus 10, and Samsung S3 (W/O power saving mode)
Runs at 50 fps on Galaxy Tab 10.1 (1st gen)

Runs at 20 fps on Galaxy Ace 1 (when it doesn't crash due to memory overload but nevermind for low-end devices...)

I have more optimizations to do and few new tracks are coming
MrValentine
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Posted: 21st Jan 2013 09:30
VERY NICE!

Keep it coming!

Brendy boy
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Posted: 21st Jan 2013 12:27
Cliff Mellangard 3DEGS
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Posted: 21st Jan 2013 20:27
Quote: " Boost mode "

Hmmm.
It looks wrong with an white fade when boosting?
Have you tryed dark grey or dark red?
The fx it self is looking good but the color seams wrong

Quote: "Runs at 50 fps on Galaxy Tab 10.1 (1st gen)

Runs at 20 fps on Galaxy Ace 1 (when it doesn't crash due to memory overload but nevermind for low-end devices...) "

Are you syncing by your self ?
As you could gain a few fps by doing it by your self as they have it clogged with things you really dont nead in your game.

This is how the default sync command is right now !
update(0)
Render2DBack(); // draw 2D objects that are behind 3D
ClearDepthBuffer(); // separate 2D/3D depth buffers
Render3D(); // draw 3D objects
ClearDepthBuffer(); // separate 2D/3D depth buffers
Render2DFront(); // draw 2D objects that are in front of 3D
swap(

But i belive paul removed ClearDepthBuffer() after a discussion we had.
I reported in the bug board about the slow performance of agk after all the updates and he pointed me in to the direction on changes they made.

Now do i manually sync my 3d editor this way and gained a large visual boost.

update(0)
Render3d()
Render2DFront()
swap()

Let me know if this helps you in any way?

The best solution would be to make some kind of function where you could use 3d plains in front of the camera to display text and hud.
By doing so do you skip another update in the sync process

Open gl is harder to master but the payoff is worth it

Looks good and keep us updated

Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
Android 4.0 , Dmtech 3g 9738B , 1024x768 , 9.7 inches , 1.2 ghz
MikeMax
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Posted: 21st Jan 2013 20:35
Yes cliff, for the moment i don't try to optimize performances for low-end devices. I will sync manually later i have a lot of idea for that don't worry For the moment i want to make the game looks like .. a game ... and playable

But i have a shader question for you in the dedicated post maybe you can help me
MikeMax
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Posted: 21st Jan 2013 20:59 Edited at: 21st Jan 2013 21:00
Simply replacing



by




now it Gives me 100fps better Thanks Cliff

(I already used EnableClearColor(0) as a quick improvement tip)


i will see other improvements later (this one was quick Tnx again
Cliff Mellangard 3DEGS
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Posted: 22nd Jan 2013 20:01
We are here to help each other

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Santman
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Posted: 6th Feb 2013 18:26
@MikeMax,

Well all I can say is....wow. The speed at which you are putting this together is making me feel quite humble....took me ages to get a working server interface, and now I feel very basic again! Lol.

Looking awesome, keep up the good work.
MikeMax
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Posted: 7th Feb 2013 08:37
Thanks Santman

This project was just for AppGameKit 3D testing purposes at the beginning .. nevertheless i will release it soon .. The game engine is almost done in its main functions .. I still have some camera bugs to fix (clipping) and other little things.

and this kind of games is not very common on the differents stores ... (there are some (2 or 3)... but not exactly in this way and "spirit"...)



So.... another short video to show you the collision effect (Electric shock :p) ...




(wow .. mouse over a virtual joystick is not very easy to manage lol)
The Zoq2
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Posted: 7th Feb 2013 12:16
This game looks great, i realy love the detailed ground shader. Maybe you should add some motion blur...
RickV
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Posted: 7th Feb 2013 12:36
Very nice work MikeMax!

Could you share the project with the TGC team so we can try it on the various devices we have here?

Rick

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MikeMax
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Posted: 7th Feb 2013 18:10
No problem !
Cliff Mellangard 3DEGS
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Posted: 15th Feb 2013 12:05
Made an pretty cool discovery today
So could you test this on your shader and see if you get an speed increase?

This code part should be at the top of your pixel shader.


Now do you wonder wath this code does ?
It simply first checks if the device is an mobile device.
then does it check if the device supports high precicion calculations or not.
And if it dosent so does it set it to medium precision.
I only tested this on some parts of my segments on an test map and i got an increase in 10 fps by doing this.

Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
Android 4.0 , Dmtech 3g 9738B , 1024x768 , 9.7 inches , 1.2 ghz
MikeMax
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Posted: 16th Feb 2013 04:09 Edited at: 16th Feb 2013 04:11
Doesn't change anything on mobile devices i have ... FPS are still the same on each one. (maybe ... they are all capable of high precision ..?.)

I also tried :



but not faster.....
Cliff Mellangard 3DEGS
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Posted: 16th Feb 2013 13:52 Edited at: 16th Feb 2013 13:58
No mike! you do it wrong

Did your sample even run on pc ?

Because your changes tryes to run precision lowp on pc version that dont support it ?

You have an iphone 5 that is a high end device.

Try this in both vertex and fragment shader at the top.
It must be at the top first of everything.


You could also do it like this!


But remember that if you convert some values to low precision could even be slower.
After some more reding so could you do it in both fragment and vertex shader that not everyone knows.
This is how one of my current shaders look like now !
vertex.


pixel..


Did you notice this in the vertex shader?

invariant gl_Position;
This is a command to fix z depth fighting or artifacts as the shader compiler will try to optimize your code where the output can varie in vertex and fragments shader that gives you onscreen artifacts.
This can be used on any varying!

Edited.......
I have also found a cool shader that should work in agk for a blur fx.
could be cool for the boost
If i dont answer so will i be at the hospital for a few days and will answer as soon as iam back.

Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
Android 4.0 , Dmtech 3g 9738B , 1024x768 , 9.7 inches , 1.2 ghz
MikeMax
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Posted: 17th Feb 2013 16:32
Ok Cliff

using mediump or lowp is very cool for a normal definition screen. but not very beautiful on HD Screen with an high PPI... the detailmap shader looks ugly lol..

On a normal screen it's the same as highp but mediump/lowp saves around 5FPS (for me)

Thanks for your tips !
Cliff Mellangard 3DEGS
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Posted: 17th Feb 2013 17:48
But now you have another option to get it to work better on slower devices
Its as simple as switching to a low end shader

Keep in mind that an increase of 5 fps on an mobile is alot and more compared to getting almost 30 on an computer.

Many of my shader books write that any fps gain is making huge impact on mobiles when playing.

Most 3d games you buy are running at around 30 fps and lower on mobiles.
If you dont have an uber mobile Lmao.

Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
Android 4.0 , Dmtech 3g 9738B , 1024x768 , 9.7 inches , 1.2 ghz
MikeMax
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Posted: 17th Feb 2013 18:03
I plan to add a parameter for shaders in Graphics options :

- No Shaders
- Low Quality Shaders
- High Quality shaders

With 3D Games we can't avoid Graphics options to give the best for each user
MikeMax
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Posted: 10th Mar 2013 05:41 Edited at: 10th Mar 2013 05:43
A new track/music and now the first ability to battle ...

With several quick press on the shot button you can loop over the visible opponents to select one of them and you can launch a missile with a long press

Video here (sorry for the poor quality.. you can increase the youtube player resolution ! ) :




TODO List before the first release :

- New tracks (with arena "track")
- On Track weapons and shields/flares
- Multiplayer WIFI (local) (WIP)
- Integrate Game Modes : Pure driving (for purists), Racing with Battle, Battle arena (warriors mode :p)
- Menus Creation/Design (WIP) (as you can see the menu is still ... in dev stage :p)
- Intensive debugging step
Digital Awakening
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Posted: 10th Mar 2013 09:35
I would love to see this game on Ouya when it's done. BTW, do you intend to use tilting to steer? I think that would be nice on a phone. Keep up the good work.


Demo 3 is out now!
MikeMax
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Posted: 10th Mar 2013 09:46
Yes tilting is already done and it gives very good sensations

But to capture videos ... i can't tilt my computer :p sorry

for ouya and gamestick ... it's in TGC hands
MikeMax
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Posted: 11th Mar 2013 00:30
Another video (watch it in 720p) with Particles (Missile smoke ... engines reactors...)

MrValentine
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Posted: 11th Mar 2013 01:36
SwEeT!

The Zoq2
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Posted: 11th Mar 2013 07:51
Looks great as allways
MikeMax
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Posted: 16th Mar 2013 16:43
Last improvements about Camera Physics and gravity

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Posted: 17th Mar 2013 18:36
Looks nice and a better feeling of speed

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Cliff Mellangard 3DEGS
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Posted: 31st Mar 2013 12:11
Check this one out
Its landscape with normals and lighting

http://forum.thegamecreators.com/?m=forum_view&t=204521&b=48

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MikeMax
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Posted: 31st Mar 2013 15:26
Yes it's cool but totally randomized

but lighting seems to work with my heightmap loader and lighting shaders (without generating normals). Maybe normals are calculated at runtime when loading objs ?
Cliff Mellangard 3DEGS
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Posted: 31st Mar 2013 18:30
Could be a fix with the last beta that fixed an agk primitives bug ?

So if an object dont have it agk makes them now?

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MikeMax
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Posted: 21st May 2013 07:15
Still working on Speed Racer

New video soon
Cliff Mellangard 3DEGS
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Posted: 21st May 2013 21:47
Post it soon then
You have bin silent for so long now ?

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Android 4.0 , Dmtech 3g 9738B , 1024x768 , 9.7 inches , 1.2 ghz
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Posted: 23rd May 2013 11:57
Looks brilliant! Even though you don't have any engine sounds so far you get a decent sense of speed! I like the project even though I don't own a mobile device capable of playing 3D.

A negative aspect could be that terrain you use. It looks very smooth on the eye and I suspect it to have a large amount of polygons. You could probably increase performance or make room for more trackside decorations if you decrease it

Best luck with your further development



-Wolf

http://www.serygalacaffeine.com
Without struggle,no progress and no result.Every breaking of habit produces a change in the machine.
MikeMax
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Posted: 4th Jun 2013 15:18 Edited at: 4th Jun 2013 17:04
Here is a demo of a full race (and the online "best times" board (via facebook connect) at the end)

Buildings and textures are actually ugly but will be redesigned at the end

All my efforts are concentrated in the gameplay and AI for the moment Shields and bombs are inexistant for the moment (as you will see :p)


Ancient Lady
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Posted: 4th Jun 2013 15:40
Totally awesome!

I can't imagine what it takes to build that kind of play 'field'.

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master

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