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Skunks

   Version: 4.0.0
   Author: Matei
   Category: Simulation Rate this game yourself!   Average of 2 Ratings:
   4.21 4.21 4.21 4.21
   Skunks Screenshot Car simulation based on Open Dynamics Engine

   3D game with cars, stunts and software rendering, based on Open
   Dynamics Engine; SDL library is used for displaying the image and no 3D
   accelerator is required (or supported).

   License: free
   Additional System Requirements: SDL - www.libsdl.org ODE - www.ode.org

   Sound: Play in X: Play in Console: Multiplayer: Network Play: 3D
   Acceleration: Source Available:
   yes yes no no no no yes

     * Skunks home page
     * Download Skunks

If you try this software, don't forget to come back to this page and rate it!

                                         Submitted by Matei on 2010-09-28.
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                    [ Submit an update about this game ]
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                                  Comments

     Impressive, and has potential. posted by Draconishinobi @
   109.98.200.133 on Feb 28 2012 10:27 AM 5 5 5 5 5
   I like it, and it has potential. The main problems I have with it:
   The car rolls over really really really easy. This is likely because it
   has no suspension of any kind. So, my recommendations are:
   1) Add suspension.
   2) Add simple ABS and traction control. This may be more difficult, but
   it can be as simple as applying no acceleration to a wheel that loses
   contact or grip with the ground. Not sure how easy this is to
   implement, but I'll look it up in ODE.

   [Reply]
     Re: Impressive, and has potential. posted by Draconishinobi @
   109.98.200.133 on Feb 28 2012 10:32 AM 5 5 5 5 5
   I've found something, see Stop rolling over

   [Reply]
     Re: Impressive, and has potential. posted by Matei @ 82.77.99.95 on
   Feb 28 2012 10:53 AM
   1. The cars do have suspension. The parameters of the suspension are in
   the files from the directory "cars". It just takes practice to control
   them, just like with real cars. If you really want stability, use
   "car5". I already read the thing about anti-sway bars, but that applies
   to real cars, which have much softer suspensions. With the cars in this
   game, which have very stiff suspensions anyway (they have to jump tens
   of meters), anti-sway bars wouldn't have that much of an effect.
   2. I have good news for you. I also made a game with a car that has
   wonderful ABS, traction control, ESP and all sorts of automatic systems
   (i.e. the game has no physics). Its called "simcar", can be found at
   http://simple3d.sourceforge.net and I only thought of it as an
   experiment until now. But who knows?
   Last but not yeast, I made "skunks" especially for myself and I am
   quite pleased with how version 3.0.0 turned out (I never really liked
   2.0.0 and especially 1.0.0). What I would like to do now is to create a
   physics engine myself; not because I don't like Open Dynamics Engine,
   which is great and awesome, but because it would be very interesting.

   [Reply]
     Re: Impressive, and has potential. posted by Matei @ 82.77.99.95 on
   Feb 28 2012 11:39 AM
   Just one more thing: if I apply no acceleration to a wheel that loses
   contact with the ground, how am I supposed to control the car while
   it's flying? Really now ... (this is also specified in "README" file).
   And applying acceleration to a whees tha lose grip is essential for
   drifting.

   [Reply]
     Re: Impressive, and has potential. posted by Draconishinobi @
   109.98.200.133 on Mar 1 2012 11:42 AM 5 5 5 5 5
   I see the suspension now, I've also tried car5 and tried tweaking the
   settings, it's still hard to control the car. Maybe I will try using a
   joystick or something.

   [Reply]
     Re: Impressive, and has potential. posted by Matei @ 188.26.144.147
   on Mar 1 2012 1:09 PM
   To make the car easier to control, you could:
   - make the wheels heavier - open "cars/car1" and replace "0.05" with
   "0.25" at lines 6, 7, 8 and 9, after "sph"; that's the mass of the
   wheel, in metric tons;
   - reduce the number after "accel", at line 10 (same file) and make the
   car slower;
   - lower the body of the car - reduce the 3rd number on line 5, which is
   its initial coordinate on axis X (axis X is vertical); 4th and 5th
   numbers are coordinates on Y and Z, 2nd number specifies the function
   of the object (1 - body, 2 - wheel, 3 - motor wheel, 4 - steering
   wheel, 5 - motor and steering wheel) and 1st number specifies the
   object type, from the list above (which starts with "objtypes")
   I found controlling these cars very easy after a little practice, both
   with the keyboard and with a joystick (maybe somewhat harder with a
   joystick). By editing the file mentioned above, it's also easy to make
   a car with any number of wheels (3, 4, 10, ...), rear wheel steering
   etc. (I should have written that somewhere in the documentation).

   [Reply]
     Re: Impressive, and has potential. posted by Draconishinobi @
   109.98.200.133 on Mar 2 2012 12:30 PM 5 5 5 5 5
   Alright, thanks for the info. I have made a car that works well for me.
   I increased the weight of the body to 3, and a bit for the tires to
   0.1, and I put the springs at 100 and damper at 25. This makes it act
   more controllable.
   My only other request, is it possible to make a camera that follows the
   car from behind but doesn't bob up and down with the car (makes me
   dizzy). They have this type of camera on games like Gran Turismo.

   [Reply]
     Re: Impressive, and has potential. posted by Matei @ 79.115.57.15 on
   Mar 2 2012 2:46 PM
   That's easy. Open "src/game.h" and replace lines 30 ... 36 (all "case
   1") with this:
  case 1: h=1.5; d=-4;
          x0=pos[0]; y0=pos[1]; z0=pos[2];
          camera->vx[0]=x0; camera->vy[0]=y0; camera->vz[0]=z0;
          camera->vx[1]=x0+rot[0]; camera->vy[1]=y0+rot[4]; camera->vz[1]=z0+rot
[8];
          camera->vx[2]=x0+rot[1]; camera->vy[2]=y0+rot[5]; camera->vz[2]=z0+rot
[9];
          camera->vx[3]=x0+rot[2]; camera->vy[3]=y0+rot[6]; camera->vz[3]=z0+rot
[10];
          translat(camera,h,h*rot[4]+d*rot[6],h*rot[8]+d*rot[10]);
          a=asin(rot[1]);
          rotab(camera,camera->vx[0],camera->vy[0],camera->vz[0],camera->vx[3],c
amera->vy[3],camera->vz[3],a);
          a=-asin(rot[2]);
          rotab(camera,camera->vx[0],camera->vy[0],camera->vz[0],camera->vx[2],c
amera->vy[2],camera->vz[2],a);
          break;

   Then recompile (./comp). Works with the tracks on which the car doesn't
   have to get upside down (track1, track6 and track7).

   [Reply]
     Re: Impressive, and has potential. posted by Draconishinobi @
   109.98.200.133 on Mar 3 2012 11:10 AM 5 5 5 5 5
   Thanks, that helps a lot. The game has become a lot better for me :)

   [Reply]
     Re: Impressive, and has potential. posted by Draconishinobi @
   109.98.200.133 on Mar 3 2012 11:40 AM 5 5 5 5 5
   Here is the best car I was able to make:
objtypes 2
data/car.geo data/car3.col data/car.ref data/car.cld
data/wheel.geo data/wheel.col data/wheel.ref data/wheel.cld
objects 5
1 1 2.7 0 7 box 3 0.7 1 3
2 3 2.7 -0.7 6 sph 0.1 0.4
2 3 2.7 0.7 6 sph 0.1 0.4
2 5 2.7 -0.7 8 sph 0.1 0.4
2 5 2.7 0.7 8 sph 0.1 0.4
accel 1
brake 1.7
spring 100
damper 25
friction 1.0



   [Reply]
     Re: Impressive, and has potential. posted by Draconishinobi @
   109.98.200.133 on Mar 3 2012 12:39 PM 5 5 5 5 5
   Also, I edited the tracks using linux commands to remove a large number
   of trees and light poles. I like to drift at high speed and they were
   getting in the way.

   [Reply]
     Re: Impressive, and has potential. posted by Matei @ 86.127.141.160
   on Mar 3 2012 1:11 PM
   That's no car, that's a tank. It's too heavy (3.5 tons), too slow
   ("accel 1.7" wouldn't make it harder to control, just faster), too low
   for loops (doesn't even get half way up) and I'm also against
   deforestation, but I'm glad you like it.
   I find that if the cars are too easy to control, the game is boring.
   Besides, I think that if you take an ordinary car (not a racing car)
   and drive it at > 80 km/h just like you do in this game, it would roll
   over just about as easy as "car1". The difference is that in a real car
   you feel the inertial forces and the steering wheel is much more
   precise, so you are forced to drive it much more gently.

   [Reply]
     Re: Impressive, and has potential. posted by Draconishinobi @
   109.98.200.133 on Mar 4 2012 3:49 AM 5 5 5 5 5
   I tried to make it as much like a real car as possible. It's true it
   can't do loops, but then neither can normal cars :) It can do some cool
   power slides tho.

   [Reply]

     Nice but has flaws posted by Pulfer @ 80.243.74.47 on Feb 27 2012
   7:08 AM 3 3 3
   The game itself is nice but it seems to be designed to run from the
   user dir. It could be nice to see in the next version support for
   searching game data and configs in /usr/share/[something]. As well as
   some kind of frontend to select car and track.

   [Reply]
     Re: Nice but has flaws posted by Matei @ 188.27.207.200 on Feb 27
  2012 8:28 AM
   Those are not flaws, they are features: 1 - The game runs from its
   directory because I like all the files in one place, so that I don't
   get confused about where they are. It's also easier to port the game to
   other operating systems. 2 - The fact that I don't want a menu (or
   frontend, as you call it) is explained in "README", along with the
   reasons why. But this is free software, so if anybody wants to make
   such a frontend (maybe something with Python and GTK could work) can do
   it and then post the improved version of the game somewhere. I would
   really appreciate any contribution.

               [Reply]

     Skunks posted by kosyh @ 83.220.32.66 on Sep 30 2010 10:46 AM
   Very good :) Please, make menu and some tracks/cars and it will be
   awesome game.

   [Reply]
     Re: Skunks posted by simcop2387 @ 76.17.8.201 on Nov 25 2010 7:11 AM

   Yes i hope it can stick around more than Ultimate stunts.

   [Reply]
     Re: Skunks posted by pilesofspam @ 74.190.71.159 on Feb 22 2011 4:14
   AM
   Reminds me of a game I used to play 20 years ago back in the arcade-
   called 'Hard Drivin'. Fun!

      [Reply]

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