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you can try :o
the handling is simple. everything is written on the screen. Small code, small size.
Car parameters adjustment, real-time terrain-depth adjustment, intelligent camera, etc...
I still have a lot of things to do.
Thank you for trying it, and thank you for writing me opinions, errors, ideas, requests!
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I like the widen the tires function. Perfect for stage II, running over agitators in Minnesota. Oh, you may want to add chains, first. Kidding aside, pretty cool. I would have loved to have had this back in architectural school. Park my 3-D truck in my 3-car 3-D garage, and view my 3-D property. Sweet!
Pete
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The body needs to be rigid. Then based on the springs, compression etc the wheels move up and down...the wheels should be much more round though. Think, the wheel is in the real world a circle, so the point of interaction with the terrain is contiguous and then based on your springs/compression ratios either moves the wheels up and down or if over limit impacts the chassis.
Again, my points are based on how "I" would do it...and also so you dont dig holes you find it hard to get out off later...Still another +1 earned from me! EXCELLENT DEV!!!
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01-31-2026, 03:48 PM
(This post was last modified: 01-31-2026, 03:52 PM by grymmjack.
Edit Reason: actually tried it
)
@MasterGy wow! this is really nifty! Are you going to make a game using this? Making a "truck engine" to build random types of trucks?
Whoa. I just tried it, this is nuts.
So a little feedback - when I hit L it seemed to lock up, but then it came back and showed the wireframe. But then trying to interact was VERY VERY VERY slow.
This is amazing work, and thank you for sharing.
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@MasterGy it must have been a fluke, because running it AGAIN L and everything works perfectly. This is so cool, well done. I'm seriously excited for more of this
Do you need us to test anything specifically?
One thing, when I hit D and I go into the truck editor, and adjust like my wheels, then hit ESC to save - I hoped to return to the world, and try out my mods
No such luck, exited on me.
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Thanks a lot Grymmjack!
Unfortunately, the car parameters cannot be adjusted in real time. I also wanted to do it so that they could be adjusted there, on the track. When you set 'detailst', the calculation of the positions of new points happens quickly, so the change is visible in real time. However, calculating the connections between the points is very computationally intensive. That's why it takes a few seconds for the program to start. Unfortunately, I can't solve this in real time.
For now, I'll add what I know.
If someone wants to make a track, it's easy. It creates a relief from the image 'map_deep2.jpg'. According to grayscale. What is black is low, what is white is high. All shades are located in between. I created roads, a circular track. Quite simply, I drew a gray circle on the image with a drawing program. For example, you can create a slope/jump with a grayscale scale.
Many things have been improved.
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02-06-2026, 09:29 PM
(This post was last modified: 02-12-2026, 08:11 PM by MasterGy.)
-more cars
-more detailed models
-no screen flicker
-simplified body frame (in the old version, due to the design, I drew a body on paper with a lot of vertices. I worked with the same. Many vertices are unnecessary. For the dynamics and crash test of the car, a kindergarten car drawing is enough, so I redrawn it. Complex mathematics calculates the orientation. From here, any model can be dragged onto it)
-camera attached to the car. You can adjust its position and direction to the car body)
-I found a 3D model of my beloved 40-year-old Honda Civic, I'm especially happy about that. I put it in.
-I optimized a lot of things, and the code overall became smaller
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02-07-2026, 03:58 AM
(This post was last modified: 02-07-2026, 03:58 AM by Unseen Machine.)
Okay, and you know i love ya and your work but for more optimising
Youre disabling things and the reenabling them in your GL sub but also enabling and disabling them in your individual render functions...just have each function control what they need/dont need.
Code: (Select All)
_glLoadIdentity
_glLightfv _GL_LIGHT0, _GL_POSITION, glVec4(0, 0, 1, 0) 'ha tolem vilagit
_glClearColor .04, .04, .04, 1
_glLoadIdentity
you should only use loadidentity once per loop (after the glclear), then use glpushmatrix/glpopmatrix when rendering things. The above code makes two calls but at no point have you translated or rotated anything after the position reset...
You should merge your terrain and sky into a single gllist
dont use glflush, use glfinish
Other than that im glad to see youve got your clipping planes setup properly/better now...keep up the good work! And please dont take my comments to harshly!
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Hi! Thanks for looking, your opinion is important to me.
I don't usually use popmatrix/pushmatrix . I'm starting to learn OpenGL-SE for Android, and it doesn't know these instructions. But it doesn't really matter much, because there is no calculation there, it's more like list management.
I can't put the sky and the ground in a gllist, because the sky rotates slowly.
I don't think a lot of enable/disable slows it down either, because they are just switches. It's more convenient if I don't deal with the order, but insert them where they are needed.
I don't think a lot of loadidentity and a lot of enable/disable switches matter. The execution list will be larger when rendering, but this doesn't count towards the performance.
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I get the modern gl thingy, ive used GLM and replicated the classic functions to make it easier for me in 3.3 and 4.6 as, lke your SE variant, those commands are now gone!
Out of interest what language are you using for your android dev?
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