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Thread: Access of Speed 2 - Race Game

  1. #1

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    Access of Speed 2 - Race Game

    I offer you a 3D race game in VB6 using dx_vb. Source code included.
    Need the support of at least 2_0 shaders:
    http://mikle.ucoz.com/load/0-0-0-8-20
    Last edited by Mikle; Sep 14th, 2013 at 04:25 AM.

  2. #2
    PowerPoster Nightwalker83's Avatar
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    Re: Access of Speed 2 - Race Game

    Cool! Although, trying to move the car doesn't do anything when running the application. What are the keys to play the game?

    Edit:

    Just noticed the controls are listed in the "Read Me" file although, that doesn't solve the problem of the car not moving when I press the arrow keys, etc.

    If I change from "Automatic" to "Automatic for beginners" the car moves.
    Last edited by Nightwalker83; Jun 2nd, 2012 at 03:46 AM. Reason: Adding more!
    when you quote a post could you please do it via the "Reply With Quote" button or if it multiple post click the "''+" button then "Reply With Quote" button.
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  3. #3

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    Re: Access of Speed 2 - Race Game

    In the manual and normal automatic transmission after starting the car is in neutral, to move forward (or backward), you must press <A> (or <Z>).

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    Re: Access of Speed 2 - Race Game

    Nice game. But Handling is not that great.
    The cars are not moving, They are gliding
    Not only Time and Tide, even Tech waits for none!


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    Re: Access of Speed 2 - Race Game

    cool I like it.. :0

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    Junior Member MetallicArt's Avatar
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    Re: Access of Speed 2 - Race Game

    this is... awesome!!
    i didn'T know you could do things like that in VB!
    well... how much of it is actually done using the ACTUAL native VB codes and how much is.. kind of external coding?

    could you do real reflections too? i think the ones i saw were environment mapping, right?

  7. #7

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    Re: Access of Speed 2 - Race Game

    dx_vb.dll is not written in VB6 - this is DirectX9 port for VB6. The rest of the code in VB6.
    How are realistic reflections, can be found here, in post #14, article:
    http://www.vbforums.com/showthread.p...&daysprune=365

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    Re: Access of Speed 2 - Race Game

    i have to say this really amazing...way beyond i know what VB 6.0 capable of

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    Re: Access of Speed 2 - Race Game

    I agree its quite impressive. Congrets!
    @jedifuk: VB6 is perfect capable for games. The trick is to get access to the graphics and sound card effectively. This can be done using OpenGL (using a game engine or even a typelib) or DirectX again using a Bridge like Mikle's dx_vb.dll and the vb6 codes he is sharing or you can use a game engine like ice2d. Developing games with VB6 is actually quite fun and easy if you have a game engine or bridge library. One of the strongest features in VB6 is edit and continue debugging. I often end up coding maybe 20% of the game within debug session - its sick i know!, but very effective. With ice2d game engine you can also make games with edit and continue debugging in vb.net or c#.net if you prefer.

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    Re: Access of Speed 2 - Race Game

    @dracullsoft, thank you, actually i built some games using DX7 and VB6 awhile ago,
    but after i saw this, i just can't believe so many potential VB6 still hold.
    thank you

  11. #11

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    Re: Access of Speed 2 - Race Game

    jedifuk
    Thank you!
    Here is another near my game ([VB6] 64k game "Hello, Win!"), it is more revealing in terms of features VB6.

  12. #12
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    Re: Access of Speed 2 - Race Game

    Pleasant computer game. Nonetheless Handling just isn't of which excellent.

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    Re: Access of Speed 2 - Race Game

    Hi mikle.

    Very nice implementation in VB6.
    Just a question. How do I change car models and create different tracks ?
    What editor you used to create/edit .mesh files ?

    Thanks.

  14. #14

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    Re: Access of Speed 2 - Race Game

    Hi bytegame.
    For the conversion of the model, I used their utility:
    https://yadi.sk/d/S9Myegg9bS662
    This is not a universal tool, I changed in the code coefficients and options, here:
    Code:
      ' Scale Model Size and Rotate
      For n = 0 To MeshVertCount - 1
        Vert(n).Pos.X = Vert(n).Pos.X * -0.0007
        Vert(n).Pos.Y = Vert(n).Pos.Y * 0.0007
        Vert(n).Pos.Z = Vert(n).Pos.Z * -0.0007
        Vert(n).Norm.X = -Vert(n).Norm.X
        Vert(n).Norm.Z = -Vert(n).Norm.Z
      Next n
    
      For n = 0 To MeshVertCount - 1
        If MinX > Vert(n).Pos.X Then MinX = Vert(n).Pos.X
        If MaxX < Vert(n).Pos.X Then MaxX = Vert(n).Pos.X
        If MinY > Vert(n).Pos.Y Then MinY = Vert(n).Pos.Y
        If MaxY < Vert(n).Pos.Y Then MaxY = Vert(n).Pos.Y
        If MinZ > Vert(n).Pos.Z Then MinZ = Vert(n).Pos.Z
        If MaxZ < Vert(n).Pos.Z Then MaxZ = Vert(n).Pos.Z
      Next n
    
      ' Center Model Coord
      For n = 0 To MeshVertCount - 1
        Vert(n).Pos.X = Vert(n).Pos.X - (MaxX + MinX) * 0.5
        Vert(n).Pos.Y = Vert(n).Pos.Y - (MaxY + MinY) * 0.5
        Vert(n).Pos.Z = Vert(n).Pos.Z - (MaxZ + MinZ) * 0.5
      Next n
    The View button toggles the display modes. In Single mode only seen subset marked by the cursor (dotted line), Poly mode displays all marked subset.
    When clicking the Save button marked subset stored in the .mesh file.

    To create a landscape I used their utility, and is also not universal. If I find this utility - I will publish.

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    Re: Access of Speed 2 - Race Game

    Quote Originally Posted by Mikle View Post
    I offer you a 3D race game in VB6 using dx_vb. Source code included.
    Need the support of at least 2_0 shaders:
    http://mikle.ucoz.com/load/0-0-0-8-20

    THIS PROJECT IS FIRE, A TRUE NFS IN SOURCE CODE !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! O MY GOD !




    https://www.facebook.com/MicrosoftVB

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    Wink Re: Access of Speed 2 - Race Game

    Hi Mikle,

    Just wanted to say your code is now famous on planet source code submitted by some Rais dude.
    http://planet-source-code.com/vb/scr...75548&lngWId=1

    Go claim it under your own name and you might win the month Coding contest.

  17. #17

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    Re: Access of Speed 2 - Race Game

    DracullSoft, thank you!

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    Re: Access of Speed 2 - Race Game

    Hi Mikle,

    Thanks for your reply and sorry for this delayed post.
    I am happy to announce that I have added Kinect sensor support to your game. Now the game can be played using arm gestures. The gesture module is also written in VB6, although the data from the Kinect is acquired via Visual C++ UDP program. But the results are really beautiful. The code will be made available in a few days from my new site www.posesnap3d.com where your game is featured.

    You can also watch the related video at http://www.posesnap3d.com/media.htm

    I have given appropriate credits to you on the homepage as well as in the download section. Please let me know if I need to add/edit something.

    I also request you to register at http://www.posesnap3d.com/forum/
    I have made special category in the forum for Visual Basic so that you can share your VB6 project links which will inspire other developers to write decent code.

    Please share this with your friends if possible.

    Regards.

  19. #19

    Thread Starter
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    Re: Access of Speed 2 - Race Game

    Please let me know if I need to add/edit something.
    I have no complaints.

    Your site www.posesnap3d.com is unavailable.

  20. #20
    Fanatic Member TTn's Avatar
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    Re: Access of Speed 2 - Race Game

    I'm sorry to bring up an old thread, but this code base is still pretty cool. I tried the mesh converter, but I cannot load the AOS car into the FPS Be Quits.
    I hooked up your FPS with XInput gamepad support and API timers, it works very well on Windows 10.

    Can you explain how to create a cube and convert it to a ".mesh" model file for insertion into these games?
    Thanks!
    [VB6]-[2008]

  21. #21

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    Re: Access of Speed 2 - Race Game

    In these two games, the model vertex format is different. AoS2 doesn't have texture coordinates, but Be Quits does.
    AoS2:
    Code:
    Private Type vFormat
      Pos As D3DVECTOR
      Normal As D3DVECTOR
    End Type
    BeQuits:
    Code:
    Private Type vFormat
      Pos As D3DVECTOR
      Normal As D3DVECTOR
      tu As Single
      tv As Single
    End Type
    There are two ways to fix this: either convert the model loading code to add new texture coordinates, or convert the models themselves.
    I long ago wrote on the dx8 Converter to convert the files .x in .mesh. You can use it: https://yadi.sk/d/S9Myegg9bS662
    Files .x I make from .3ds using the conv3ds utility.

  22. #22
    Fanatic Member TTn's Avatar
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    Re: Access of Speed 2 - Race Game

    Quote Originally Posted by Mikle View Post
    In these two games, the model vertex format is different. AoS2 doesn't have texture coordinates, but Be Quits does.
    AoS2:
    Code:
    Private Type vFormat
      Pos As D3DVECTOR
      Normal As D3DVECTOR
    End Type
    BeQuits:
    Code:
    Private Type vFormat
      Pos As D3DVECTOR
      Normal As D3DVECTOR
      tu As Single
      tv As Single
    End Type
    There are two ways to fix this: either convert the model loading code to add new texture coordinates, or convert the models themselves.
    I long ago wrote on the dx8 Converter to convert the files .x in .mesh. You can use it: https://yadi.sk/d/S9Myegg9bS662
    Files .x I make from .3ds using the conv3ds utility.
    Ah, thank you. You've got talents. I will post my code for XInput support, when I complete the project.
    [VB6]-[2008]

  23. #23
    Fanatic Member TTn's Avatar
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    Xinput class support for BeQuits

    I wasn't able to get any 3ds assets from online to convert correctly. They always show as an irregular shape. Perhaps the values of tu, tv have to be specific to the older file format?
    I purchased some older versions of Turbocad (8-9.2) hoping they will work with 3ds files. What version of 3D studio (1-4) worked for you?

    I made a small class for xinput gamepad support to be used with BeQuits. For my own project, I re-wrote the game modules as classes so that events can be exposed outward with parameters. The engine is more re-usable out of the box, allowing the developer to write code in response to an object's event. I was finally able to achieve 0 CPU use at 60+ FPS. This is possible!

    Xinput class attached:
    Attached Files Attached Files
    [VB6]-[2008]

  24. #24

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    Re: Access of Speed 2 - Race Game

    Here is a Converter with my edits for using the texture. Run first Conv.bat, then start the project, mark subset #0 and click "save". The resulting .mesh model works in BeQuits with a texture.
    https://yadi.sk/d/tmvwiPmAsHPcaw

    Or give me some .3ds model with a texture that you couldn't convert.
    Last edited by Mikle; Jul 22nd, 2020 at 03:35 AM.

  25. #25
    Fanatic Member TTn's Avatar
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    Re: Access of Speed 2 - Race Game

    Ah, ok I must be doing it wrong. I am new. I tried placing the bunny.mesh and bunny.jpg in the expected directory and replaced the source code lines as:

    Code:
     Set Mesh(0) = New cMesh
      Mesh(0).Init App.Path & "\data\Models\bunny.mesh", 1, Vec3(0, 0, 0)
      Set Tex(0) = CreateTextureFromFileEx(Dev, App.Path & "\data\Models\bunny.jpg", 0, 0, 0, D3DUSAGE_NONE, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_FILTER_BOX, D3DX_FILTER_LINEAR, 0)
    I thought I would see a bunny instead of a medkit, but nothing shows here.
    Thank you for your time.
    [VB6]-[2008]

  26. #26
    Fanatic Member TTn's Avatar
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    Re: Access of Speed 2 - Race Game

    It works now. I moved the project from the download folder and put it into documents. The OS must of been blocking the image and some functionality, because I could only see an outline of the rabbit before the move. Thank you for the support!
    [VB6]-[2008]

  27. #27

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    Re: Access of Speed 2 - Race Game

    I was glad to help.
    You should also note that in the game, the Shader is written so that the alpha channel of the texture is interpreted as a specular map. If you use JPG textures, the models will Shine completely, it is better to convert them to PNG and mark the places where you need to Shine in the alpha channel. This is how it is done in weapon models.

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