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Showing results for tags 'Car'.
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3D truck driving simulation game Truck Space 2. Drive a trailer truck and park the trailer into marked parking spot. Play Truck Space 2
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3D truck driving simulation game Truck Space 2. Drive a trailer truck and park the trailer into marked parking spot. Play Truck Space 2
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Drive a large truck and park it into marked parking area in this 3D truck simulation game. Complete the task in shortest time to earn more score points and unlock various achievements. Play Truck Space
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Drift Racing! Practice drifting, or go racing against other real people. I'm still developing the game (using GWT and WebGL4J). Any feedback would be greatly appreciated. Still to come is a track editor, and creating teams to go drift racing together. PLAY HERE >>> https://drift.team/ Happy drifting!
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Drive a police car and park it into marked parking spot. Park the car quickly to earn more score points and unlock various achievements. Play Park The Police Car
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3D car parking game. Drive a SUV and park it into marked parking slot. Complete the task quickly to earn more score points and unlock various achievements. Play Parking Slot on computer Play on mobile
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Drive a car and complete various parking missions. Park the car in the shortest time to earn more score points and get three stars. Play Time To Park 2
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Hello. I'm indie game developer and currently working on Offroad Mania — game for everyone, who like off road and challenge. Offroad Mania on Steam https://store.steampowered.com/app/1222040/Offroad_Mania/ Write me in Discord and I give free game keys https://discord.gg/S7qpVaB Free web demo https://html5.gamedistribution.com/268e3f7dc6e6481298fafa5f3cf9e911/ Features: — 120 levels with rocks, trees, bridges, springboards etc. — 5 amazing 4×4 off road cars for fun — Car physics based game — Car and driver customizing — Fun driving gameplay — Colorful and clean game graphics — Gamepad support — Fullscreen mode p.s. In the future, I plan to do free updates (new cars, new tracks, etc.). Therefore it is very important your feedback and suggestions. Thanks for comments! Contacts: Email: [email protected] Discord: https://discord.gg/S7qpVaB Twitter: @activegames
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Hi, How can i play right with the acceleration of the velocity? In this tutorial http://www.photonstorm.com/phaser/tutorial-making-your-first-phaser-game (really well done), but it only change the velocity. How can i accelerate it the way a race game works? I want to accelerate it from 0 to a maximum number, or it's current value to a maximum number. How can i do this? What's the best way to handle it and create a maximum speed? Thank you very much guys
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In Parking Space your task is to drive a car and park it into marked parking area. Avoid driving off the road and complete the task within given time. Play Parking Space
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Drive a red sports car through city streets and park it into marked parking space. Avoid traffic and other obstacles. Do not damage the car and park it within given time. Play OK Parking
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Park The Taxi Drive a taxi and park it into marked parking spots. Drive fast to get three stars but avoid hitting other vehicles or driving off the street. Play Park The Taxi
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Whether there are fresh examples for Phaser 3. It is interesting to see the implementation of physics and realistic control of the machine in the style of GTA-2. I saw a couple of examples for Phaser 2, and they are something too complicated. How rotation car by ellipsis? How accelerate? How to ride back with a realistic turn?
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Direct link to game: http://darkwalllke.com/Games/MotorSpeedway/ (free to play) I've been working on MotorSpeedway for the last couple of days. It's a 2D top-down racing game. You can race on different tracks and win money to upgrade your car. If you're interested in getting development updates, please check me out on twitter https://twitter.com/Darkwall_LKE or facebook https://www.facebook.com/profile.php?id=100010690715593. I'll post as I add more tracks and features. Art is from Kenney http://kenney.nl/assets/racing-pack It's controlled using the arrow keys, so it'll only work on a computer, not mobile. Please let me know if you have any issues. Feedback is much appreciated! Thanks, Darkwall
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Hello, i am again... i have a realy noob question but cant find an answer. Since i playing with this Playground i try to figure out how i can get the position of the car (mesh = carBody ?) Im not successful. Line 42 - 44 scene.registerBeforeRender(function(){ console.log("Poisition", carBody.position); }); The only thing that changes is when i turning the steering wheel. Nothing about the position on the ground... I tought the carBody "merge" all meshes into one and move them around with them. So that the positions property on child meshes a relative to the parent mesh. I dont get it...
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Hello, i played with the car demo on playground. But im not able to apply collisions to the car. Can anyone tell what i do wrong ? Playground I added: scene.collisionsEnabled = true; // Line 6 carBody.checkCollisions = true; // Line 104 // Also to the wheels wheelFI.checkCollisions = true; // Line 96 wheelRO.checkCollisions = true; // Line 92 wheelRI.checkCollisions = true; // Line 87 wheelFO.checkCollisions = true; // Line 82 // Cubes on ground boxes.checkCollisions = true; // Line 138 But dosnt work, i dont know why.
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Greetings from a newbie in Phaser. In a 2d car game, how do you imagine a car ramp? Is there any way to draw a diagonal object and when the car object hits that start decreasing the angle and increasing the position.y? Progress! I started with Phaser.Physics.P2JS ( had to quit using Phaser.Physics.ARCADE ) Then make an sprite and assigned a Polygon: preload(){ this.load.physics('physicsData', '/app/dist/sprites.json'); } create(){ game.physics.startSystem(Phaser.Physics.P2JS); game.physics.p2.gravity.y = 50; game.physics.p2.defaultRestitution = 0.01; ramp = game.add.sprite(100, 100, 200, 100, "block"); game.physics.p2.enable(ramp); ramp.body.clearShapes(); ramp.body.loadPolygon('physicsData', 'ramp'); } My sprites.json is: { "ramp": [ { "density": 2, "friction": 0, "bounce": 0, "filter": { "categoryBits": 1, "maskBits": 65535 }, "shape": [ 200, 0 , 200, 100 , 0, 100 ] } ] } I think I got it. Any advice is good
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Hello there! I'm Zombie Derby arcade racing game series developer, and I'm gonna make you an offer you can't refuse. 3D side-scrolling shoot-em-up, ZD and ZD2 have multiple modes of play including an endless survival mode and a random races. There’s plenty of destructible environmental elements as well that are guaranteed to help you let off steam after a long day. Not just strategy or advanced gameplay here: but also raw, bloody fun. Here are the links to give you an idea about my games: http://zombiederby.com/part_1/ http://zombiederby.com/part_2/ Both of games are optimized for WebGL: Zombie Derby 1 (WebGL): no public link. Zombie Derby 2 (WebGL): http://www.kongregate.com/games/BrineMedia/zombie-derby-2 And I'm ready to bring my games to you adjusting them as quick as you'd like them on non-exclusive license for advanced fixed payment. Contact Us: Contact form: http://zombiederby.com/support/
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This is a (sort of) port of the Three.js vehicle demo using Cannon.js, in case someone is looking for vehicle physics or just want to play with it. I made some weird choices like sperating the renderLoop and the postStep, and some quesswork here and there. And some options are left out, but can easily be added by looking at the Cannon.js docs or logging the vehicle object itself. This includes ConnectionPoints, which wheels steer, back or front wheels etc. Just play with the options, and press the "Run with Options" in the bottom of the Dat.GUI. http://www.babylonjs-playground.com/#1PX171#9 WASD to drive around. Space to brake.
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The main reason for the playground is to produce an example for the guide on BJS that I am writing to show how translate, rotate, parent and setPivot can be used. After various struggles due to mistakes and lack of knowledge I have come up with this http://www.babylonjs-playground.com/#102TBD#14 where you steer(?) the car (which has a set forward speed) with keys A and D Issues are : The response to the keys only happens if after clicking on run the canvas is clicked on immediately afterwards ( and sometimes you have to do this again before it works) While a key is pressed down it interferes with the rendering (too much going on?) If you think too much is going on then have a look back at earlier versions #10 for example. It would be nice to have solutions to these problems but if not then as I can show the parts of the code I wanted to without the key control I will probably just go for a predetermined path for the car to follow.
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I have found this example of the straight road http://codeincomplete.com/games/racer/v1-straight/ . However, I would like to check with you guys about the best way to implement straight road game with tileSprite in Phaser. Any fiddler would be appreciated. Thanks you in advance for helping.
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- racing game
- straight road
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Okay, so I'm playing around with some vehicle-rigs, and the ones I found on the forum/the playground use spheres as wheels, where as I'm trying ti use the more traditional cylinders instead. Here I have created cylinders instead of spheres: http://www.babylonjs-playground.com/#IIIVB#1 I have commented out the cylinder imposter, and went with the sphere one, as it doesn't make much of a difference at this point. What I'm trying to achieve, is making the rotation of the cylinder more in the likes of a wheel, but no matter how and where I try to rotate the wheels, they just don't seem to do as I command them to. Based on the cylinder imposter, the shapes are all right, but it's a very weird ride, since, as you can see, the wheels behave in a noticably different way than they are supposed to. The playground code is based on this: http://www.babylonjs-playground.com/#IIIVB In which there are quite some versions of on the playground. All with spheres, though. Another example is this, using Oimo.js, and again some code I found on the forum/playground: http://www.babylonjs-playground.com/#1MSQGK#19 (Based on the 18 versions before it). I, again, switched the spheres with cylinders, and changed the imposters accordingly. Same problem. How do I rotate the wheels/axis in the right position? And on a side note, has anyone played with the Energy.js engine? In this thread: RaananW mentions that: But it isn't present in plugin form? Maybe I should get to know at least the basics of One first, but, this one just seemed perfect for vehicular physics.
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Try my game, mini car drifting game Title : Drift MadnessDescription : Burn tires on the asphalt, drift through endless corners & be the best DRIFTERhttps://play.google.com/store/apps/details?id=com.antpixel.driftmadnessFeedback & Suggestion welcome Happy Drifting
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I want to come up with a way to render my own car into the scene and it needs to look similar to the demo here http://www.babylonjs.com/Demos/TheCar/ in this link. I looked into the github repo of this project, I mean, where do I start? And whats a babylonmeshdata and babylonbinarymeshdata and how do we get that?
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I just bought the Box2d Premium Plugin and am happy with it. I definitely has some good examples including Top Down Car, which will make my life easier to getting my project going. I was wondering if anyone had a more advanced Top Down Car model that accounts for the wheels turning and making things more realistic? I found a great example already using Box2d online at... http://www.emanueleferonato.com/2009/04/06/two-ways-to-make-box2d-cars/ ...but it does not use Phaser, just Box2d and something for web (?flash?). Can someone help me to make sense of the non-Phaser Box2d code and how to "convert it" or provide some example of how to make a top down car game with Phaser and Box2d that is more advanced than the one that comes with the Premium examples. I think it has to do with making the car body, 4 wheels, joint, and Killing the Orthogonal velocity (applies a "friction" in a direction orthogonal to the body's axis)