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Rocking Pocket Racing Engine Tech Demo

09-24-2009, 10:05 AM
#1
Joined: Sep 2008
Posts: 826
Rocking Pocket Racing Engine Tech Demo

Get ready for some amazing 3GS games in the future. You have to see this!


Apps: Mech Pilot, Zombies HD, Zombies The Last Stand, iFishing (and all spinoffs), Puppet Jump, Pocket Farm, Dark Raider, Blue Skies, and more! (www.RockingPocketGames.com)
09-24-2009, 10:48 AM
#2
Joined: Jun 2009
Posts: 10,505
Didnt you just make another thread for the same???

EDIT: Here it is..
http://forums.toucharcade.com/showthread.php?t=26828

I think you created the new one as it needed to be in the Upcoming section. You could have simply asked a Mod to move the old thread too

Last edited by ImNoSuperMan; 09-24-2009 at 10:50 AM.

09-24-2009, 10:52 AM
#3
Joined: Sep 2008
Posts: 826
I put it in the other one because I don't think many people actually read the developer forums I've been seeing a number of posts lately that exist in more than one forum with the same replies. Anyone know how to do that?

Apps: Mech Pilot, Zombies HD, Zombies The Last Stand, iFishing (and all spinoffs), Puppet Jump, Pocket Farm, Dark Raider, Blue Skies, and more! (www.RockingPocketGames.com)
09-24-2009, 10:58 AM
#4
Joined: Jun 2009
Posts: 10,505
Quote:
Originally Posted by RPGGuy View Post
I put it in the other one because I don't think many people actually read the developer forums I've been seeing a number of posts lately that exist in more than one forum with the same replies. Anyone know how to do that?
Dont think that`s possible. Btw it doesnt belong in either of the section IMO and should be in General Game discussions I guess.
09-24-2009, 11:02 AM
#5
Joined: Sep 2008
Posts: 826
My bad, I was thinking the 'newest releases' section on the front page was a different forum. IMO the vid could go in either section because it's related to RPR and other developers would know what I'm talking about with the technology used.

Apps: Mech Pilot, Zombies HD, Zombies The Last Stand, iFishing (and all spinoffs), Puppet Jump, Pocket Farm, Dark Raider, Blue Skies, and more! (www.RockingPocketGames.com)
09-25-2009, 01:22 AM
#6
Joined: Feb 2009
Location: Sweden
Posts: 1,634
To be fair, we've had shadow mapping in Touchgrind since its release in November, and that's without the new fancy hw ;)

Still, pretty spiffy.

Cheers!
09-25-2009, 06:45 AM
#7
Well I've been personally using shadow volumes with SIO2 for quite some times now... and also without the new hardware... using the same method as they are using on PS2 or XBox, work like a charm with ES v1.1... Nothing new here, still alot of work have to be done with the technology...

Last edited by sio2interactive; 09-25-2009 at 06:48 AM.
09-25-2009, 07:21 AM
#8
Joined: Sep 2008
Posts: 826
I doubt you are using real shadow mapping which has object self shadowing. It requires the use of pixel shaders to compare depths. It's not the same as just projecting an image.

Apps: Mech Pilot, Zombies HD, Zombies The Last Stand, iFishing (and all spinoffs), Puppet Jump, Pocket Farm, Dark Raider, Blue Skies, and more! (www.RockingPocketGames.com)
09-25-2009, 08:26 AM
#9
Joined: Apr 2009
Location: Pennsylvania
Posts: 1,006
Quote:
Originally Posted by RPGGuy View Post
I doubt you are using real shadow mapping which has object self shadowing. It requires the use of pixel shaders to compare depths. It's not the same as just projecting an image.
While the stuff you're doing here is technically quite interesting, for a tech demo, it's lacking in aesthetics. You can see obvious stitching artifacts where the floor textures line up. There's lots of aliasing issues (in large part because of the video resolution, I'm sure). And the geometry being drawn doesn't appear to involve all that many polygons - it's hard to see whether these techniques will scale to a real game. I'm looking forward to seeing where you take this.
09-25-2009, 09:43 AM
#10
Joined: Sep 2008
Posts: 826
The seams on the ground are because it's actually a tiled map used in other games like Blue Skies and Dark Raider but drawn in 3D. I didn't make any effort to make it a seamless texture in the demo. My code repeats tile 0 when the map is out of range so that's why you're seeing some seams at the edge of the world. My plans for this are to build a tiled map of a city and then add 3D buildings on top of it.

I have been playing with the shadow maps to try to get them with more resolution. I'm looking into LISPSM and TSM's for that.

There's about 1000 polygons per car, 5 cars, and the scene has to be drawn twice. The shadows and bump mapping could be toggled off too. Of course I want it to be playable with all the features.

Apps: Mech Pilot, Zombies HD, Zombies The Last Stand, iFishing (and all spinoffs), Puppet Jump, Pocket Farm, Dark Raider, Blue Skies, and more! (www.RockingPocketGames.com)