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Anyone Want to Make a Racing Game?page  1 2 3 4 
Gunnar von Boehn
Germany
(Moderator)
Posts 5775
04 Mar 2010 14:17


Richard Maudsley wrote:

The photo of the board I've saw looked like a prop from star trek, rather than a working gpu. Goes to show appearences can be deceptive.

Do you try to say that our board did not work?
What are you trying to say?

Bartek "Banter" K.
Poland
(Natami Team)
Posts 2277
04 Mar 2010 14:31


I think Richard meant, that our working prototype doesn't look that impressive as a proper GPU of NVIDIA or ATI.
 
It was supposed to be a joke:) You know, sort of English humor:P

Richard Maudsley
United Kingdom

Posts 821
04 Mar 2010 15:01


Relax Gunnar, I wasn't trying to insult you. I just meant that it looks different to what a graphics card normaly looks like. Sorry if I offended you.

Casey R Williams
USA

Posts 149
04 Mar 2010 18:37


Gunnar von Boehn wrote:

Richard Maudsley wrote:

  Gunnar, Can we see some of what the first GPU could do?
 

 
  We can chat about this and how cool this design was for it time all day long. But this is not very productive as the old design is not going to be produced, right?
 
  You should focus on the design which gets actually implemented int NATAMI. If you are really keen on contributing to this then I'm happy to talk with you about it.

Gunnar, I did not realize earlier that you were on the Natami team.  I was only trying to avoid one of those situations where we start talking about a specific game project and then digress into "what ifs" and feature requests.

I really don't know that much about quads.  It's always seemed to me that the majority of calculations occur at the vertex level and a four sided plane still has four vertices.  I was just curious if you could provide an example or the mathematical reasoning for your statement that "quads are per pixel, cheaper to draw than triangles." 

It seems to me that they should really be the same.  Where does this savings come from?  I'm not trying to challenge, just trying to understand what you know about this that I do not. 



Gunnar von Boehn
Germany
(Moderator)
Posts 5775
04 Mar 2010 19:40


Casey Ryan Williams wrote:

Where does this savings come from?  I'm not trying to challenge, just trying to understand what you know about this that I do not. 

There are two sides to the coin.
1st you need to do the 3D math on the vertexes.
This math is the same per vertex.
If you have a quad this had 4 corners = vertexes.
This means 4 times the math.

If you draw the same using 2 triangles then they of course still have 4 vertexes.

This means the matrix multiplications to rotate the Vertexes is the same in both cases.

But the matrix multiplication is of course only a very tiny part of
total cost.

More work is the texture mapping, the lighting and the interpolation of the texels to render.

The amount of to be rendered texels is of course the same in both cases as the quad and the two triangles do cover exactly the same area.

So what is the difference?
The difference comes if you look very deep in how the chip works internally and how a memory chip is designed.
We use DDR memory which means each and every memory access that we do has always to be a full burst access.
This means writing is done in multile pixel bursts and reading also.
The texture mapper does use caches internally to buffer the reading.

If you have 2 triangles covering a quad then the quad will always have less "sharp" edges. The sharp edges of the triangle naturally result in rows with very few pixels in them.
There will be rows with 1 or 2 pixels only.

Because how the memory is always addressed and transmitted over the bus and because of row change overhead - processing screen shot rows in which the engine only renders 1 pixel are suboptimal.

By rendering quads the number of such rows is highly reduced therefore you reduce the row interchange overhead.
Or in other words rendering triangles has a lesser cache hit ratio.

This overhead makes a performance difference.
How big this really is depends of course on the use case and on the internal architecture of your HW.

All clear now?

Casey R Williams
USA

Posts 149
04 Mar 2010 19:46


Richard Maudsley wrote:

This is the fisrt time outside of racing game or gta modding forums that I've talked to someone who knows what ZModeler is. I suppose there had to be one still out there. I think that it makes a very good modeling program for the kind of 3D graphics that the natami will be able to do. But then again, I did have most fun in the PSX era.
 
  It turns out college is canceled today, I don't have anything else to do so it looks like I've gotten more time to work on things today :) It's surprising to learn that other companies made the same mistake sega did.

I stuck with the Amiga until mid-2000.  When Tornado3D's author gave up on the Amiga I saw no good reason not to as well.  But I never really got over my old biases against certain companies such as Autodesk and Intel.  I am on my 4th AMD mobo, and only use lesser known 3D programs by smaller companies or individuals.  I learned about ZModeler through Polycount when I was considering modding, before deciding I didn't want to be tied to the restrictions of an engine I couldn't publish a game with.

Currently I use Wings3D, and have played around with Carrara6, Poser4-7, Anim8or and a few others to varying degrees.  I own zBrush, but haven't found the time to properly learn it.  I'm also looking to try doing something with Unity3D Indie and/or Awakening3D (both free), a free sculpting tool called "Sculptris" (http://www.drpetter.se/project_sculpt.html), a sketch based modeler called "ShapeShop" (www.shapeshop3d.com), and another free tool called "Meshmixer" (www.meshmixer.com). 

It isn't common knowledge, but blender started out on the Amiga as an in-house ray-tracing program a company called Not A Number used for video production.  I do not believe it was ever released prior to being ported to Linux.


Casey R Williams
USA

Posts 149
04 Mar 2010 19:49


Gunnar von Boehn wrote:

 
  All clear now?
 
 

 
  Yes, I think so. :)

So you'd need to read from the texture for the first triangle, throw out the pixels at the edges, then move to the adjacent triangle, read from the texture and throw out still more pixels.  I can certainly see where quad rendering would have some advantages there.

Richard Maudsley
United Kingdom

Posts 821
04 Mar 2010 23:18


Casey Ryan Williams wrote:

    I stuck with the Amiga until mid-2000.  When Tornado3D's author gave up on the Amiga I saw no good reason not to as well.  But I never really got over my old biases against certain companies such as Autodesk and Intel.  I am on my 4th AMD mobo, and only use lesser known 3D programs by smaller companies or individuals.  I learned about ZModeler through Polycount when I was considering modding, before deciding I didn't want to be tied to the restrictions of an engine I couldn't publish a game with.
 
  Currently I use Wings3D, and have played around with Carrara6, Poser4-7, Anim8or and a few others to varying degrees.  I own zBrush, but haven't found the time to properly learn it.  I'm also looking to try doing something with Unity3D Indie and/or Awakening3D (both free), a free sculpting tool called "Sculptris" (http://www.drpetter.se/project_sculpt.html), a sketch based modeler called "ShapeShop" (www.shapeshop3d.com), and another free tool called "Meshmixer" (www.meshmixer.com). 
 
  It isn't common knowledge, but blender started out on the Amiga as an in-house ray-tracing program a company called Not A Number used for video production.  I do not believe it was ever released prior to being ported to Linux.
 
 

 
  Would you mind showing me some of your work? I'm always interested in seeing what others are doing. You've obviously been doing this a lot longer than me, I only started learning about four years ago.
 
  Oh, and do you want to work on this with me? It would be great to share some of the load with someone who's had your amount of experience.
 
  I've more or less finished the car I was working on yesterday. Unlike the rest of the cars that would be in the game, this one doesn't have and door lines and some other features. I think I might have already said its a shout out to ridge racer, I'm not sure. Anyway the other cars won't be texutred in the same style.
 
  LONG picture:
 
  EXTERNAL LINK 
  1010 polygons, two textures one 256x256, the other 798x796 because I didn't plan out how I would texure it when I made the model. I don't know how well you can tell, but I added a psudo car interior like NFS Underground does for a little more detail.
 

Casey R Williams
USA

Posts 149
05 Mar 2010 06:46


That's some really nice low-poly work there!  I'm really bad about either not finishing stuff, or not bothering to put it online when I do.  Had a job doing graphics for video slot machines and then did editing (mainly weddings and photomontage-type stuff) for a few years.  I also do illustrations for local bands and businesses in my area.  I don't have much low-poly stuff stuff right now, seeing as how it's really nothing to have models with 50k polys these days.  ZBrush models are typically much higher... 

I'm trying to do get some development for iPhone (using Unity 3D) started with a long-time associate who was also once an Amiga fanatic himself.  We are working together as "Lansignum Studios", and you can see some of our work here (though even most of this is a few years old).

EXTERNAL LINK 
Honestly, I don't know if I could still pull off a nice low poly model like that.  Depends on what the project needs I guess.  I'm certainly willing to help out.  As you can tell from our site, we tend to do a lot of giant robots and "East meets West" type stuff.

Gunnar von Boehn
Germany
(Moderator)
Posts 5775
05 Mar 2010 07:13


Hi Richard,

Hey the car looks very good!
With cars like this the game will surely be much fun.
I'm keen on seeing the next cars.
How many cars would you think make sense for the game?

I wonder if there is a technical trick we could pull for the wheels.
What would really help is a function to a circle, right?
Then we could have round wheels with much less overhead.
Any ideas?
 

Richard Maudsley
United Kingdom

Posts 821
05 Mar 2010 08:11


I'm glad you like the car! It proves that 1k poly cars can still look good. I think There should be 12 cars, to fill the starting grid. I can have that many cars done in about 24 days, roughly. Then we can see about more cars for rewards after beating the game a certain way, or just start work on the tracks.
 
  Regarding the wheels, I think the sides of them could be done as two triangles (or maybe one quad) and have an alpha channel for transparency (is that the right term? My modeling program uses some different words for common techniques). The tyre tread could then be the same shape as it is now, but un moving (so as to keep it lined up correctly). Because the tire tread polygons can't e moving, the texture on it would have to be animated.
 
  Is that easy to understand? It looks complicated to me, now I've written it down. I'll make a model demonstrating it when I come home.

@Casey: I like the work on your site. you have a lot of mechs. I also see on your front page you are a fan of explosions :)

Don't let yourself think that you can't do a good low poly model. All you have to do, is not be as good as you usually are. Pretend it's the 1990s and 2K polys is pixar level graphics.

Casey R Williams
USA

Posts 149
05 Mar 2010 17:04


I always thought animating the tread on stationary wheels was the better option for low poly cars.  I loved "Daytona", but when those chunky wheels started spinning fast it looked a little odd...

Looking at your car, I realize it is within my abilities in Wings to model something similar.  I'm not sure if I could get the UVs to be as neat, I seem to recall that being why I looked at ZModeler way back then.

With zBrush (and 3D-Coat, a program I really need to upgrade) you create a high poly mesh (sometimes really high poly) and then "re-topologize it to create your final mesh.  I can now see this is a really easy way to do low poly models.  To better understand, see the video and examples at the bottom of this page:

EXTERNAL LINK 
I am out of town for family reasons, and won't be back to my own computer for a few days yet.  If enough people start working on a game, I'd like to be involved too.  Only one of my previous attempts ever got beyond the discussion though...  I wonder what happened to our dev tools?  (This is the upside of multi-platform tools like Unity and Shiva, you really could do a modern game by yourself with them.) 

My experience is that most game projects are started by coders and the artists come on board later.  I've never had any luck as an artist convincing a coder that they should work on my dream game.  There's a reason you hear of "programmer art", but never hear of "artist code"... 

It really depends on someone who can code a 3D engine and wants to do the game coming forward.  Are there any early 2000s racing games in open source that could be ported perhaps?  Natami should have an original game or two early in its life, but I have to put hobby projects behind ones that might make a little money and I have this nagging feeling that there are probably more people looking to buy iPhone games than are looking for new Amiga games. 

Richard Maudsley
United Kingdom

Posts 821
05 Mar 2010 19:12


I did have a huge long reply done here, dunno where it went. :(
 
  But I have found this list of open source racing games: http://en.wikipedia.org/wiki/Category:Open_source_racing_video_games
 
  TORCS, and VDrift look to be the best candidates. Natami will be able to support openGL, right? Or do I have that wrong?

Edit: I just watched the video. 3D-Coat seems very powerful in compartison to ZModeler. But I think it is faster to create a low poly model and add details to it, than make a high-poly model and bring it down. Also learing a more powerful 3D program to do this would probably set me back a few years. I don't want to do this as my job.

Here's a robot I made, to show that unlicke the RR yelow car I just made, I can actually create good textures:

EXTERNAL LINK 
I've been a bit distracted today watching episodes of SM:TV live I taped years ago.

Casey R Williams
USA

Posts 149
06 Mar 2010 07:39


@Richard
 
  Powerful is not always more difficult to use.  With ZModeler, Wings3D, etc you have to plan everything carefully, and sometimes even need to re-make models for close-ups, cinematics etc.  With sculpting+retopology method, you only need to get the shape of the object correct initially, and then you can derive the simple model from that, even if it takes a few tries.  It is easy because you aren't worrying about both topology/edge-flow and the overall final shape at the same time...  Or so I hear ;)
 
  ZBrush's new UVMapper plug-in looks incredibly easy...  Takes minutes to do what used to take hours even if you were good at it.
 
  I believe Natami will initially support a minimal OpenGL, and add features as it progresses.
 
  I do want to have another job (ideally without relocating) in the field of games/video, but not sure if I want to just design or what...  I like all of the steps of gamedev/CG, but I know I'm supposed to pick one and focus if I want to do it professionally.  I don't want to be that guy at EA who just does clouds all day for each and every game they are working on.  That's why I am trying to learn to think less ambitiously, and focus on smaller more do-able projects.  No more one-man MMORPG type fantasies. :)

That robot is cool...  Like something a high-tech company would have to show you around their facility.
 
I hate losing long posts to the ether!

Gunnar von Boehn
Germany
(Moderator)
Posts 5775
06 Mar 2010 07:49


My Kids like the yellow car!

My son (who is 2.5 years now) and an experts in matchbox cars, asks if another cars in blue would be possible to get...

Seems we have some dedicated game testers already :)

Captain Nemo
USA
(Natami Team)
Posts 362
06 Mar 2010 11:31


Nice work, dude!

Hey, I'll tell you this... IF someone were to make a Porsche 928 specific racing game... it would sell A LOT of Natami boxes.

The Porsche 928 was a V8 powered masterpiece of engineering. An incredible vehicle.

It has a huge online fan-base, and there are many clubs & preservation sites for the 928, worldwide.

The 928, in many ways, is like the Amiga of Exotic Cars. It was CLEARLY better & more modern than anything else that was out, yet, die-hard Porsche enthusiasts maintained that if it wasn't rear-engined, air-cooled, and didn't look like a 911, then it was "just a toy for rich dentists & their wives". Sounds a lot like IBM PC & Microsoft users, right? "Oh, the Amiga's just a toy to play games on..." Ironically, we have the xbox nowadays to do that... lol.

Decked out in complete wall to dash... to !ceiling! leather, the space-capsule-like 928 was a perfect mesh of luxury & performance, and to this day, still looks like a "modern" car. ...& still eats up twin turbo 911s & Ferraris on the highway!

The 928 is a GT (Grand Touring) car, meaning that, unlike a "Sports Car" it is designed for driving at top speeds for EXTENDED amounts of time, and actually is spacious inside, with plenty of room for women & luggage. lol.

Unfortunately, the 928 was killed off by Porsche in 1994-1995. Right around the demise of our Lovely Amiga.

HOWEVER... 928 fans are exactly as hardcore as Amiga fans are... If a very detailed 928 specific racing game came out, there are MANY people who would buy the system, just for that game.

I own two 928S cars, and know them inside & out, mechanically, and otherwise. 155 MPH feels like 55 MPH... total control, a perfect extension of the driver. I have full access to shop manuals, and can point you to ANY info that you need to know about these fine automobiles.

If you've never seen a 928 before, start here:
EXTERNAL LINK 
Then watch this:
EXTERNAL LINK 
&, of course, a 1984-1986.5 Black on Black leather, 5-speed 928S is THE badassed 928! (there were some changes for 1987... engine, nose & tail, for the most part.). Overall, though, the whole product run is pretty spectacular, and looks great.

While the 928 is always listed in vintage books as a Supercar & and an Exotic, Porsche's modern revisionism has left this beautiful car a footnote, and an orphan.

Then again, nowadays Porsche makes Family Vans. lol.

You would make MANY 928 owners VERY happy if you were to put out a really technically detailed Porsche 928-specific game. I could easily see it being sold in the "928 Specialists" & "928 International" catalogs.

928s have been very inexpensive for the last 10 years, and are quite affordable to 'car hackers' who want awesome engineering, and appreciate amazing workmanship. I will personally vouch that these cars are extremely durable, and can be used as daily-drivers. I've driven from NYC to LA & back, and to many states on the Eastern Seaboard... and the 928 has never let me down. Truly a fantastic vehicle. Very well-laid-out, mechanically, as well. If you have the shop manuals, working on this car is just like hacking computers.

So, that's my 928 pitch. If it doesn't end up being a game, perhaps, at least it will get more hackers in real 928s, to maintain them, and help to keep them in good shape!

Best of luck! Your 3D modeling is killer!

 

Richard Maudsley
United Kingdom

Posts 821
06 Mar 2010 13:00


@Casey:
   
    You're probably right that the more powerful programs won't be any more difficult to use. 3ds max, maya, and blender have scared me way though. I do have a copy of amiga lightwave 3.5 installed in winuae, but I've never really done anything with it other than have a go at rendering the ready included scenes.
   
    What is doing this for a living like? Most of the people I know say not to do something you like, because it will suck the fun away from it. Is that true in your experience or to the people I know need better jobs?
   
    Youre right, it's best to think smaller. What got me into 3D in the first place was a friend of mine being absolutely convinced we could make a game, some rediculous shenmue-gta-resident evil game, not listening to me when I tell him the reailty of two people with no experience doing such a thing. four years later, I've learned zmodeler pretty well, started learining to use the UDK, and he's got nothing to show for it bar some crappy drawings. He still thinks it's going to happen. I think he's delusional. :-/
   
    I actually tried to use the robot as a player model in gta III once. The game's characters are animated very simply. problem is it always expects joints to be the same as the normal player model, and keeps applying that texture too. It looked really weird.
   
    @Gunnar: I'm glad your kids like the car. Just for your son, I'll make a blue one. :-) maybe you find him a copy of ridge racer for psx? It has the blue one.
   
    @Captain Nemo: I can make a 928-looking car after I finish the Trans-am I'm doing right now. But I think you are a litte obsessed. Everyone knows the 911 is better :) Sadly I don't think the natami will sell well in the hardcore porche enthusiast market.

Richard Maudsley
United Kingdom

Posts 821
06 Mar 2010 17:20


YEAH! :

EXTERNAL LINK 
208 triangles, but I need to throw a few more around the back window.

I don't need to explain this car, I don't think. but I think the '70 camaro, the '80 Camaro and Firebird are the three most beautiful cars america has ever produced. Go find a '70 or '71 camaro in red, with wire wheels and knock off hubs. Jaw dropping.

Captain Nemo
USA
(Natami Team)
Posts 362
06 Mar 2010 19:38


...lol... "Everyone", meaning, the people who have /not actually ever driven in a 928/. BTW, many of the specs on the web are conservative or wholly inaccurate. The 928 is a true enthusiast's car, & a real performer. Then, when you get into the user-modified, Supercharged 928s, like "The White Car", you are in the 200 MPH+ category... Obsessed? Sure. There will ALWAYS be a 928 in my life, regardless of whatever other car-buying-options there are. They are that good.

With regard to computers... I feel the same about Amigas, even though I've been a senior UNIX sys admin, security admin, & software engineer for large heterogeneous datacenters & supercomputing facilities. If something that is in your life is great, then, being 'obsessed' is a good thing. I don't have my room littered with 20 year old Amiga programming manuals for nothing... when the Natami is ready, I want to be ready too... the Natami, to me, represents the BEST thing happening in computers, and holds Enormous Potential for the future of systems design.

The DEVEK White Car Link:
EXTERNAL LINK

Richard Maudsley
United Kingdom

Posts 821
06 Mar 2010 20:36


I'm more a ford kind of guy. (Sierra cosworth/capri/escort RS/ any XR represent)Also muscle cars. Got anything done to your porsche?
 
  I was going to post another image here but I think I'll do a bit more work on it first instead.

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