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Ghost Together @ghost in carmageddon · Thu Oct 09
If ghosts were sheep Id be a shepherd. Their wool is so precisely formed.
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I built a Carmageddon 1 style rigid body demo after ten years of studying 3D graphics and games
Carmageddon 1 was one of the first DOS games I spent long hours playing back in the 90's. On our i386 with 4 megabytes of RAM, the game ran sluggishly until we upgraded to 8MB. But I think there were memory hacks to run it fast even on 4. (Actually, my own memory fails me, I think you needed 8MB-16MB to run Carmageddon, and we finally found extra 4mb to make it 8. But I think there was no sound or music. Something like that.)
I found a free model of the Red Eagle, and loaded into my engine. Then wrote the physics for a box, and replaced the box on wheels with the car model. There is <a href = "https://www.youtube.com/watch?v=HNhwsoUOcvw">this youtube video</a> demonstrating this in action.
As for this post...I built an OpenGL demo that shows Carmageddon style rigid body car physics with crunchy collisions.
All on proprietary code. No game engines. About 900 lines total.
Note: do not try this at home without Unity or Unreal. Getting it balanced just right is extremely difficult. I just had a whim to write all the code myself, and it was very rewarding to see it work. If it flips, call it style points.
Enjoy the demo :)
Flair: informative
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