| ★ wanayoo — archive 1999 http://cerbdev.com/speeddemon2/ | Nouvelle recherche | Portail wanayoo |
![]()
Our popular Speed Demon car racing game with carnage
is undergoing a massive overhaul!




|
|
|
|
|
|
|
|
|
|
|
|

Anticipated system requirements:
Power Macintosh with 32MB free
RAM, 132Mhz or better processor recommended
3D card or built-in 3D hardware recommended
Open Transport 1.1 or newer required for network
play
In other words it'll run
nicely on an iMac!

Try downloading the original Speed Demon whose blend of 2D and 3D technologies will run on any Power Macintosh, with plenty of action.
68K owners may want to check out our game Fracas that only requires a 68030 processor or better.
A
single-level shareware release is planned, with registered users
gaining access to five additional states. While a Windows95 version
of Speed Demon II is in the works, we're releasing the Mac
version first.
Work on our physics engine continues, and man is this gonna rock. I'm modeling forces on each tire individually, along with six contact points on each car's body. There are absolutely no "fake physics" or fudge factors in this game. This morning I took a curve at high speed in a controlled skid, and the entire effect just happened as a result of having such an accurate physics model. That sure was satisfying.
I've been doing a lot of research into automotive engineering, and I've rolled in real functions for tire slip angle vs. lateral force, traction budgets, engine torque curves, air resistance, and rolling friction. Our rolling friction model is better than that found in some professional engineering simulators. We've been incorporating the latest research in vehicle dynamics from doctoral dissertations and masters' theses on the web into how our cars behave. The end result just makes me all giddy, especially since most of these complex functions can be pre-computed into tables, so we get super-realistic physics with virtually no framerate hit.
Now that we have a very
accurate model of when and how your tires skid, I plan to do our skid
marks effects next. Our polygon-perfect collision detection will also
enable us to do deformable models for use in real-time damage, and
that's slated after skid marks. After that, it's all tweaking and
implementing level design. I hope to incorporate Apple's new OpenPlay
technology to enable Mac to PC network play as well; currently Macs
can only network play against other Macs.
Please direct inquiries about Speed Demon II
to Frank
Kane
