Cosmic Birdie Tech Demo Release

60fps solid.

As for the controls, I love em. Once you stop thinking about this as a pure racing game and start thinking about it as an FPS, the control issue melts away.

Great job Shawn!

-Chris

Yeah I think an opening training mission will fix this.

Shawn, í’ll try to explain it slightly better, there are two modes, and maybe it is unintentional, but really…

When you press forward (W) and move the mouse left/right - the camera-angle changes slightly and the unit ALSO turns
When you do not press forward (but still moving), moving the mouse to left/right causes the camera-angle to change rapidly and NOT turning the unit.

So when accelerating, you steer with the mouse (and rotate the view), and otherwise you only rotate the view

At least, that is what I am experiencing.

Maybe you can try to forget or ignore the idea of steering.
Try this; don’t look at the character, try to ignore what he does for awhile.
Look above him at the crosshairs.

Once you get it, you can drive sideways the whole time if you want and still go around the world shooting stuff.

It’s not about the feeling, or something to get used to - I am getting used to it, that’s not the point.

I’m telling you about the behaviour of the steering:

IF {…} THEN {…} ELSE {…}

That won’t change whatever idea I have of steering, or whereever I look at. I’d suggest you to reread what I said and try it yourself, to see the (maybe unintended) behaviour.

Hehe, well I wrote the physics, so I know it’s not IF {…} THEN {…} ELSE {…} ahahaha
I give you that it may seem that way, but left is always left, it never changes
If (left) accel left, there is no else, or any other kind of “state”. It’s physics, only forces are accumulated, each based on W A S D and Camera View.

Again I’m not saying this can have an alternative motion choice. But I think you are seeing more than is there.

Shawn, when does the Linux compatibility is added ?

[quote="<MagicSpark.org [ BlueSky ]>,post:47,topic:27876"]
Shawn, when does the Linux compatibility is added ?
[/quote]
Yes sorry!
So the short answer is soon.

It should be a small fix related to some config paths in our system I believe, at least from the errors I got posted back. I should be able to fix that pretty quickly (it has run linux before).
The down side is I don’t have a Linux box to test on so I won’t know for sure, and although I could test on the Mac (that can get the same path errors) the Java3D version doesn’t run on Mac AND the new 1.5 beta crashes (at least for us)

You seem to read my last replies as if I continue on the point of my first replies, while I clearly stated it is a whole other issue. I know left is left - it is basicly camera-space steering, not unit-space steering. I know that, really, but that is not the point.

the IF/THEN/ELSE was meant to show it is behaviour: if the user does A and B, then C happens, else D. This has nothing to do with actual if/else statements within your code.

Anyway, I’m afraid this post won’t clearify anything, so I’ll just drop this issue. Needless to say I got used to the controls.

Did some further testing…the problem appears when using fullscreen mode. In windowed mode, it looks like this:

http://www.jpct.net/pics/cb_windowed.jpg

Which seems fine to me and the text isn’t flickering. In fullscreen mode, it looks like this:

http://www.jpct.net/pics/cb_fullscreen.jpg

Which is obviously wrong…and the text is not only looking bad in this mode, it’s also flickering at the edges.

Ok, then I will reply to only the last thing you posted :slight_smile:
There is no A AND B, that is the point I was making, there is only A, press button. Press button, go that way, nothing more, nothing less. Maybe I’m confused about what B woudl be?
Also, there is no else either. So the A B C D is really, “If A then B”. If you want an else, it’s “else do nothing”.
Also I am about to take out the track barriers by suggestion, that seems to be disruption the exploration-ness of the drive motion as well. They were a last minute addition anyway.

And this is helpful, honestly. This kind of discourse has to happen at some point and everything worked out here becomes useful for us and possibly to other people in the future if it’s all still here. :slight_smile:

Im having similiar issues as egon. my text isnt flickering too bad, but the HUD is not consistent in scale in window/fullscreen mode

edit: for whatever reason, if I have windowed mode and fullscreen mode using the same resolution, fullscreen still has a de-scaled HUD. cant imagine why [same resolution]…

Owwww, can you send me screenshots? and machine info, that would be excellent :slight_smile:
Please use the email addy on my profile.
Thanks!

just peek at egon’s screenshots, they’re BOTH 800x600 and the HUD scale is off (the speedometer in the middle of the screen!?)

machine… WinXP SP2 // 2.19GHz AMD Athlon 3200+ // 512MB RAM // nVidia GeForce4 64MB VRAM

Yeah, Ok I didn’t see those eariler. Yeah that is whacky :-). The screen resize must be coming in wrong when fullscreen. That falls under Java/AWT/Java3D :frowning: cause I just use the data I get. Maybe a driver update might help? I’ll post this to Java3D peeps, good stuff!

I got playing in windowed mode at work (Shhhh!)… I didn’t have any issue with the controls… though describing the left-right keys as ‘strafe’ seems odd when you see the player turn.

I got in a couple states where the character seemed to bounce excessively - even though I was barely moving.

Shawn you mentioned X3D … does your engine read the rigid body components stored in the X3D model?

No, our custom loader does not read them.
Even if it did, it wouldn’t map to our physics system as is.

Here’s another screenshot showing a problem the game has on my work PC (P4-2.4Ghz, WinXP, Java 1.5.0_06, Intel 845 onboard graphics). As you can see, the race track is missing and the neon lights below the vehicle are broken: http://www.jpct.net/pics/cb_intel.jpg

Actually we updated it and removed the track for the time being.
The lighting effect, however, is a new unknown big/ Must be related to the Intel graphics as well :wink: -> Intel is Dragging Down the PC Gaming Industry

So with the onboard Intel graphics what’s this running at? Because of our non-static geometry transfers, bet slow! We have been getting info from the Java3D team on the transfer issues (or rather our issue of using java3d that way) and we’ll be improving the performance soon.
But for now, whatcha getting 5-10hz? :wink: