Showing posts with label vdrift. Show all posts
Showing posts with label vdrift. Show all posts

Monday, September 21, 2015

Stunt Rally 2.6 and Irrlamb 0.2

Stunt Rally 2.6 has been released, with new features including pacenotes (i.e. corner speed/severity hints) and a rewritten sound system with reverberation (changelog).

Stunt Rally is a sandbox racing game with a huge number of tracks (172 in 2.6) and lots of cars. It was originally forked from VDrift and features Ogre3D as a graphics engine instead of the custom (and less sophisticated) graphics engine in VDrift.

A video is worth a thousand pictures and a picture a thousand words so, instead of me writing a million of those, I invite you to check out the gameplay in the video that accompanied the release:


Also recently updated is Irrlamb. Those with incredibly good memories will recall this physics-based game originally appearing many years ago. I originally wrote about Irrlamb over 8 years ago on Free Gamer, and the previous release (0.1.1) is over 5 years old if I'm not mistaken (it is hard to check since things have moved on since then i.e. Google Code where its development was originally hosted).

This release adds new graphical capabilities, new levels, gamepad support and various fixes - see the announcement for more details.

I'll also write a really lengthy... wait a minute! Let's link a video instead. ;)


Thursday, September 3, 2015

Devcorner: Macros Are Evil

The joys of programming - hours spent scratching one's head whilst trying to figure out why the seemingly correct code does not produce correct results.

Hi, Charlie here. I used to post often.

Where was I? Ah, yes, this nugget of brain fudgery from the VDrift forums posted by NaN:
So I've spent some time today try to figure out why cars are still flying off in random directions when hitting curbs sometimes.

It turns out it is a bug in Bullet, to be more specific in the SIMD_DEGS_PER_RAD macro.

Code:

#define SIMD_PI           btScalar(3.1415926535897932384626433832795029)
#define SIMD_2_PI         btScalar(2.0) * SIMD_PI
#define SIMD_HALF_PI      (SIMD_PI * btScalar(0.5))
#define SIMD_RADS_PER_DEG (SIMD_2_PI / btScalar(360.0))
#define SIMD_DEGS_PER_RAD  (btScalar(360.0) / SIMD_2_PI)

The first one to spot it gets a virtual cookie.

For the answer visit the thread, I won't spoil it here. Instead, I'll post a screenshot, also sourced from said forums and taken by Stunt Rally author CrystalH.

 


For those who don't know, Stunt Rally is a friendly fork of VDrift.