Jump to content
Sign in to follow this  
VladR

Road Rash 3D / PoC

Recommended Posts

We had a very interesting discussion about Road Rash on AA - well at least for first few pages (before reboot initiated a brutal flamewar (in which I -most obviously- participated)).

 

Here's hoping we can continue that discussion on 'what if this / that was done on jag'.

 

I could also - potentially - write about the development updates (assuming it won't offend people), as they happen.

 

I really enjoyed Gunstar's RR ideas, but alas -  before we got further with them - it became impossible to discuss them in greater detail.

 

As is often the case, everything bad is usually good for something, and in this case, the flamewar did initiate my coding on the Proof Of Concept :)

Share this post


Link to post
Share on other sites

he's working on a RR type game for the Jaguar! Gotta get your PoC vid linked here VladR!

maybe scroll down in the forums to the Introduce yourself forums here, VladR, and tell about who you are and what you are working on? But first scroll down and read the forum rules, it's a whole different, and better place than AA!

Edited by Bakerman

Share this post


Link to post
Share on other sites

Jaguar, man if I could get one for a decent price, all you enthusiasts keep driving up the prices. LOL. Wasn't there something similar on the Jaguar already? Maybe that's why it didn't make it. but, maybe you can take that code and reuse it for your own purposes, it would make it go a bit faster to develop.

Share this post


Link to post
Share on other sites

Jaguar, man if I could get one for a decent price, all you enthusiasts keep driving up the prices. LOL. Wasn't there something similar on the Jaguar already? Maybe that's why it didn't make it. but, maybe you can take that code and reuse it for your own purposes, it would make it go a bit faster to develop.

There is a motorcycle racing game called Super Burnout, which is one of the Jag's best games, if you ever played Sega's Hang-on or Sazuka 8 hours (don't recall who did that one) think of those games on steroids, way too many steroids, and it blows away Road Rash (any version) in the frame-rate department (super-smooth 60fps!), but it's pure racing, no racing-combat like RR, so yeah, a RR type game is still needed on the Jag.

 

 

 

Jaguar would be a perfect system for Road Rash. I honestly don't know much about the system, but graphically it could handle a nice version.

Well, VladR is working on one, and already has a proof-of-concept video for it from the work he's done already. It's a cross between Genesis RR and 3DO RR, and yes, I too think it could be done very well on the Jag, better than any before PSX RR3D at least. I'll let VladR show you guys his work though, there is a PoC video up in the Jag forum at AA, but I can't stand the site and don't want to lead anyone there for any reason if i can help it. A ridiculous flame war erupted in the thread talking about his project, and was one of the reasons I had enough of AA and started looking for a better forum and found Atari.io.

 

I'm actually glad AA is such a cesspool as I never would have found Atari.io if I hadn't been driven away (my decision) from AA. I invited VladR to this forum so he/we could discuss Jaguar ideas and projects without interruptions from trolls and our conversations/threads ending up getting locked due to them. Atari.io is great, no doubt, but it does need some community members who are into developing games for our classic systems to really liven the place up with new game content and not only games from yesteryear. There's a huge home-brew community out there for Atari and many other classic systems, as many of you know, and I personally don't want to miss out on current events just because AtariAge is the place where things get announced and discussed first or right now, only.

Share this post


Link to post
Share on other sites

Welcome to Atari.io Chris!

 

All I did was go to AA to invite you and VladR to this forum and I did a quick perusal of the RR thread, saw that it had just become yet another flaming, trolling mess by the jerks over there, watched the PoC video and left. I don't intend on going back to wade through that mess to see what VladR said, I'll let him clear things up here. But I say, never say never. If he's willing to go through the trouble of a PoC, maybe someday he will do more. I'd be willing to pitch in my artistic skill to such a project, if it did ever go further.

 

I'd just need to know and get the art programs and  dev. tools to use for graphics being converted to the Jag from a PC. Besides Atari 8-bit graphic art with Rambrandt, micro illustrator and some low-res 256 color art programs and a bit on the ST with Degas and Neochrome, I have zero experience with digital art, on anything modern. I'm a good traditional media artist though, and would like to get into art for Jag games.

 

In any case, it will be fun just discussing things with you guys without rude trolls interrupting the thread.

Edited by Bakerman

Share this post


Link to post
Share on other sites

Guys before you get crazy, I don't think this is going to be a 'game.' Proof of concept only. Please re-read his original statements in the original thread. Unfortunately that's on AA.

 

And hello!

That's fine, Proof of concept only, understood, no need going back and forth to AA, some of us are members between sites, some not and it is all good let's just be sure to keep out cross platform drama. Explain what you feel you need to here (or not) without directing people back to AA. 

Share this post


Link to post
Share on other sites

Quoting whole post doesn't seem to work for me, and somehow copypasting the thread text and wrapping it manually either (must be the browser I am using - I just switched to IE temporarily).

 

To set things straight, this is a PoC = Proof Of Concept. Not a full game on cart/CD or anything. 1 track max, but I do want it to be playable (even if in VJ for the time being).

 

Basically, I am trying to figure out, if it is possible to have a RoadRash on jaguar, in playable framerate.

 

I do believe it should be possible, though - from my current experience with coding on jag.

 

PoC Stage 1: 68000 + Blitter + OP (No GPU/DSP)

- get the engine up&running with rendering the track, 3D environment and other bikes

- implement some basic AI

- input

- optimize as much as possible

 

Now, if - AND ONLY IF - the framerate will be around 8-10 FPS, then it makes sense to go for Stage 2:

PoC Stage 2: Use GPU+DSP to offload 68000 and improve framerate (hopefully reaching 24 fps)

 

 

I personally strongly believe that it's better to try and fail, than not try at all.

Share this post


Link to post
Share on other sites

Cool, so you aren't the only one doing the project, you have an artist. I only suggested myself as a future possibility if you needed help with art, but since you have some one, good show! I'll be happy continuing to just be an observer and maybe throw some ideas out there like before. I'm looking forward to the latest work, I know you talked about getting rid of the buildings dropping off the screen like in the previous video, looking forward to that. 

Share this post


Link to post
Share on other sites

As for the buildings at the edge, it's mostly fixed, but it's still not 100% clean. They aren't falling off anymore, but there is slight jump.

I will need to spend some more time on this.

 

You see, I am improving the engine's functionality at the same time, so for future games/demos, this issue will already be addressed

 

Getting there - slowly  :)

 

I obviously have a slow reference solution for screen edge texturing, but am trying to see if I can force jag to do it on Blitter (e.g. as fast as possible).

Share this post


Link to post
Share on other sites

Here are two latest screenshots, so the unlucky folks that haven't participated in the brutal flamewar on that site, can have an idea what are we talking about here:

 

post-892-0-63145700-1449449445.gif  post-892-0-65756400-1449449463.gif

 

Very rough, as there's barely total of 4 days of work there (last weekend, and about 1-1.5 days during this one, though I barely coded couple hrs today, so it's far from an ideal weekend output), but should give some indication of the direction it's heading.

Share this post


Link to post
Share on other sites

I totally understand the limited time-frame put into this, but honestly, it seems like you have done a ton in that time. You could have said it was just a few weeks worth of work and I still would be impressed. I did notice it's running slower in the above video, than in previous ones, but it's also super smooth, if slow, a lot smoother than 3DO RR, I think they did some frame skipping to increase the feeling of speed in that game. Of course this is extremely early and you said if you can get 8-10fps then the next step would be moving away from the 68000, but it's impressive that this is being done with just the 68000, Blitter and OP and still not using the GPU and DSP!

Share this post


Link to post
Share on other sites

Thanks for encouragement !

 

The speed itself has not been tweaked yet - I put in some guessed constants (just to try it out if it even works). It's something that will happen once I plug input in.

 

It's smooth only because it is recorded in VJ :)

 

The framerate is the last thing I am worried about after 3.5 days of coding. There will be a time for that soon, for sure - just not now.

 

First, it has to work. And be playable. Getting there, albeit slowly :)

Share this post


Link to post
Share on other sites

Since it has been 3.5 days of work so far, I figured the next milestone is a week of work.

 

I'd like to ask for your ideas as to what kind of features to try to implement in next 3.5 days. Let's create a pool of features, I will estimate the effort on each feature and see where is the best compromise on value delivered. Damn, that was some Agile speak :D

 

I will start the feature pool:

1. Input

2. Curves

3. Camera Strafing (e.g. whole 3D scene shifting left/right)

4. Hills

5. HUD (Speed dial+Timer)

6. Opponent/AI

Share this post


Link to post
Share on other sites

I would say input, curves and hills first, I think AI can wait further down the line after you get it to where you want it with just the one player character. the HUD I think, is also something that can wait. Camera shifting I think should come after the input, curves and hills. Also though, it looks to me like the perspective needs some tweeking, right now it looks like the bike is floating about 10-20 feet above the track. In the snap shots you put up, I thought I was seeing the bike in the air like it just went over a big hill, until I saw the video and noticed the bike was constantly "in the air." Right now the road looks like it's way below the bike. So either the bike needs to be lower on the screen or the road raised up to the bike. with the behind the bike perspective, that looks like it does in RR, my guess is the roadway needs to be raised. Or, maybe a bit of both.

Edited by Bakerman

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

×
×
  • Create New...