Re: [CsMain] Queries regarding 'Car racing games improvement' proposal for GSOC
Ulf the Moose <[email protected]> Sun, 16 Mar 2014 16:17:51 -0400
| Newsgroups | gmane.comp.graphics.crystalspace.general |
|---|---|
| Message-ID | <[email protected]> |
--===============2471499642018833166== Content-Type: multipart/alternative; boundary="Apple-Mail=_74844A15-C9DE-4F88-AEE9-CF43846FAA78" --Apple-Mail=_74844A15-C9DE-4F88-AEE9-CF43846FAA78 Content-Transfer-Encoding: quoted-printable Content-Type: text/plain; charset=iso-8859-1 Re: destruction model - would the amount of visible damage have to be = created with multiple pre-made meshes or could it be generated = dynamically/procedurally. Using a fender as an example: pre-made might have 5 levels of damage, = each represented by individual meshes. Dynamic might use shape keys or = maybe strategically constructed polygons that could be altered = dynamically. <-- This is *not* based on any existing theories, I'm just = using it to illustrate the concept. Rob/Ulf On Mar 16, 2014, at 12:46 PM, Christian Van Brussel = <[email protected]> wrote: > On Fri, Mar 14, 2014 at 9:24 AM, Shivoam Malhotra = <[email protected]> wrote: >> What exactly is meant by 'Destruction model of the car? >> Also, turbo engine refers to a nitrous type effect right? >=20 > Hi Shivoam, >=20 > the idea list for the car racing project is based on the typical = functionalities that are found in such games. >=20 > For the destruction model, typically a car racing game would have the = different parts of the car that can be detroyed separately. For example = a tire would end functioning or the car body would be deformed when they = hit severly some other objects, or some window would broke and so on. >=20 > This would a priori need the ability to define several different = models for each part of the vehicle, along the definition of the = conditions when they get activated (eg when their individual life point = count reaches some threshold). >=20 > For the turbo engine, this is a basic functionality that is also often = found in car racing games, this is simply a temporary boost in the = forward speed, plus a basic simulation of the consumption and time = regeneration of the fuel needed for the boost. >=20 --Apple-Mail=_74844A15-C9DE-4F88-AEE9-CF43846FAA78 Content-Transfer-Encoding: 7bit Content-Type: text/html; charset=iso-8859-1 <html><head><meta http-equiv="Content-Type" content="text/html charset=iso-8859-1"></head><body style="word-wrap: break-word; -webkit-nbsp-mode: space; -webkit-line-break: after-white-space; ">Re: destruction model - would the amount of visible damage have to be created with multiple pre-made meshes or could it be generated dynamically/procedurally.<div><br></div><div>Using a fender as an example: pre-made might have 5 levels of damage, each represented by individual meshes. Dynamic might use shape keys or maybe strategically constructed polygons that could be altered dynamically. <-- This is *not* based on any existing theories, I'm just using it to illustrate the concept.</div><div><br><div> <span class="Apple-style-span" style="border-collapse: separate; color: rgb(0, 0, 0); font-family: Helvetica; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: normal; orphans: 2; text-align: -webkit-auto; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px; -webkit-border-horizontal-spacing: 0px; -webkit-border-vertical-spacing: 0px; -webkit-text-decorations-in-effect: none; -webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; font-size: medium; ">Rob/Ulf<br><br></span> </div> <br><div><div>On Mar 16, 2014, at 12:46 PM, Christian Van Brussel <<a href="mailto:[email protected]">[email protected]</a>> wrote:</div><br class="Apple-interchange-newline"><blockquote type="cite"> <meta content="text/html; charset=ISO-8859-1" http-equiv="Content-Type"> <div text="#000000" bgcolor="#FFFFFF"> On Fri, Mar 14, 2014 at 9:24 AM, Shivoam Malhotra <span dir="ltr"><<a moz-do-not-send="true" href="mailto:[email protected]" target="_blank">[email protected]</a>></span> wrote:<br> <blockquote cite="mid:CA+G-OsHqcfTjSMAa=uUOo=W00bELrBCrUjW7Aua-rU9T8OZS3A@mail.gmail.com" type="cite"> <div class="gmail_extra"> <div class="gmail_quote"> <blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"> <div dir="ltr">What exactly is meant by '<span style="font-size:13px;font-family:Verdana,Arial,'Bitstream Vera Sans',Helvetica,sans-serif">Destruction model of the car</span>?<br> Also, turbo engine refers to a nitrous type effect right?<br> </div> </blockquote> </div> </div> </blockquote> <br> Hi Shivoam,<br> <br> the idea list for the car racing project is based on the typical functionalities that are found in such games.<br> <br> For the destruction model, typically a car racing game would have the different parts of the car that can be detroyed separately. For example a tire would end functioning or the car body would be deformed when they hit severly some other objects, or some window would broke and so on.<br> <br> This would a priori need the ability to define several different models for each part of the vehicle, along the definition of the conditions when they get activated (eg when their individual life point count reaches some threshold).<br> <br> For the turbo engine, this is a basic functionality that is also often found in car racing games, this is simply a temporary boost in the forward speed, plus a basic simulation of the consumption and time regeneration of the fuel needed for the boost.<br> <br> </div></blockquote></div><br></div></body></html> --Apple-Mail=_74844A15-C9DE-4F88-AEE9-CF43846FAA78-- --===============2471499642018833166== Content-Type: text/plain; charset="us-ascii" MIME-Version: 1.0 Content-Transfer-Encoding: 7bit Content-Disposition: inline ------------------------------------------------------------------------------ Learn Graph Databases - Download FREE O'Reilly Book "Graph Databases" is the definitive new guide to graph databases and their applications. 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