Author Topic: Stunts sequel projects  (Read 37840 times)

Cas

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Re: Stunts sequel projects
« Reply #90 on: June 27, 2020, 10:23:25 PM »
Yes!  You've pointed out exactly one of the best examples. This is why I think some sequel attemps have diverged from Stunts so much. Stunts's physics engine is, strictly speaking, full of bugs, or more honestly, made out of bugs. And yet, the result is amazing. The developers of Stunts just tried to patch things quickly... They didn't expect these things to become the personality in Stunts, but actually wanted to make them less noticeable. After all these years, we've come to love these things and now, if I'm to develop an engine, I'll try to reproduce this... but I wouldn't do it through quick patching, as that would result surely in a new, totally different set of bugs, much unlike those of Stunts. What I would do is start by trying to create something more faithful to real physics and then, make the necessary touches to it so that it results in something that feels like Stunts.

I've tried stopping completely while upside down in loops and pipes. When you reach a certain low speed, the car detaches front-first from the ceiling and falls to the ground. But it is very clear that this "gravity" does not become active until you lower your speed considerably. To see this, drive into a long pipe and as soon as you enter, roll until you're upside down on the ceiling. Then remain on the ceiling for the rest of the length of the pipe. You'll find that, no matter how long, as long as you maintain a reasonable speed (not too high), the car will stay on the ceiling.
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Daniel3D

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Re: Stunts sequel projects
« Reply #91 on: June 28, 2020, 12:41:14 PM »
I actually remember reading about this a couple of years ago (probably here). I believe that this approach in physics was deliberate (driving upside down in the pipe is a feature, not a bug) but it was probably a challenge to program within the boundaries that computing power and memory had to offer.

And based on the time of creation I think that the bug's are 'minor' in regular gameplay. And the general effect is very good.
« Last Edit: June 28, 2020, 02:14:55 PM by Daniel3D »

Daniel3D

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Re: Stunts sequel projects
« Reply #92 on: June 30, 2020, 02:03:53 PM »
I've found an other abandoned sequel project.
https://unitylist.com/p/2ap/stunts-Unity

Quote
This is a toy project to import assets of the original Stunts into Unity, and possibly turning it into a functional demo.


Cas

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Re: Stunts sequel projects
« Reply #93 on: July 02, 2020, 01:38:35 AM »
That project is very interesting. I had read about Unity3D at some point. My renderer does not use the original track objects because not just the format, but the kind of data is different, so new elements have to be constructed. Same goes for cars. Still, analysing Stunts original 3D object structure (not the format), I could find a way to adapt it, so that one can import the parameters that both systems have in common dropping the ones that are exclusive to Stunts and then editing the 3D object to incorporate the parameters that my system uses. I'm going to be researching on that. I'll download Blender and reinstall Stressed.

About the physics in Stunts, I believe they made them to work just as intended for the track elements that were present instead of creating something more general, which would've taken a lot more time. It's not that driving on the ceiling is a feature, but was indeed made on purpose to avoid having to calculate centrifugal forces in terms of constant collision, that is "following the round surface". Same thing goes for loops, but it's less noticeable because you can't drive them sideways. So all of physics is simplified. Even gravity is not really represented. When you fall, you only accelerate to a certain speed and then fall at constant (low) speed. Momentum is not there either. There is a "falling" status in which the car always points directly toward the ground it stops rotating once it is oriented that way. This could also have to do with a gimbal lock. I don't know. I have the feeling that Stunts uses Euler angles for its rotation. If you go on a ramp only with one side of the car, it will tip to the side and then leave the ramp, but it will not be inclinde in its X axis if I remember correctly. Looks like you can't be both rolled and pitching at the same time.

If one thing can be learnt from Stunts physics engine is that you don't need to go at all realistic to make the player feel comfortable and that many things, however far from reality, still feel natural.
Earth is my country. Science is my religion.