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Forklift Simulator

A topic by Yue created Jan 14, 2019 Views: 724 Replies: 12
Viewing posts 1 to 13
(2 edits)

Progress of the project

We continue in the development of the forklift. Eventually solving problems for the correct lifting of pallets with the fork. This has involved studying deeply the behavior of the different parts of the forklift, since it is necessary to find a balance in the mass of each element that compose it, such as the rims, the chassis, and the hydraulic system of the fork composed by four parts. 



This means that the weight of the pallet also influences behaviour. For example a pallet with a lot of mass in relation to the fork weight system would be impossible to lift, on the other hand a lot of weight on the chassis means that it is difficult for the rims to pass over a wooden pallet. 

In such a case is only a game, however the idea is to seek the exact balance between all parts for proper functioning.

At the moment it is already possible to lift a palette correctly, it is not perfect, however it fulfills the objective, to reach a certain degree of playability to make it fun.






What next?, well, improve certain aspects of the colliders on both the blade and the paddles

And we'll see you at another entry into development. 
:)

https://iris3dgames.itch.io/forklifts


We continue with the development progress. 

This image shows the system of loading two boxes, a pallet and a box, the result is not 100% real, but well, I think I'm happy with the result, you can move pallets and goods from one place to another in different missions.

That said, I will soon release development version 6.19, to continue in the development of the project.

The problems at the moment is that the palette and the box have a slight tremor, but I suppose it is nothing serious and the theory of this is that I'm handling a very small scale in relation to the physics engine, so if I want to correct this, it seems I will have to triple the size of all objects so far created, but I think that for now can stay that way, we do not have users with many demands. 

Happy night. 

A very short update. Corrections have been made in the shader of the bloom effect, its brightness has been lowered, to give more the impression of a sunset and not noon.

Programming computer threads

The programming in threads, implies that several tasks at the same time can be executed simultaneously, the clearest example is that while I write this, in another thread runs an antivirus in the background, and in another thread I listen to music on youtube. Something that a few decades ago was impossible where a command had to finish a task and pass to another.  This has greater advantage when we have processors with several cores in one. Because with a single processor or core, a simulation is performed. 

In the case of video games, I use a thread loading resources in the background, this to load meshes, audio, sound and so on. While the main thread runs a simple animation of loading these resources, this allows the user to inform that something is happening and that it's time to wait, something much better than a simple message "Loading".



Not everything is usually perfect, there are advantages and disadvantages to programming with threads, and one of the problems is the synchronization of data, but can be solved with some ingenuity by using something called traffic lights and mutex.


The cone

Creating utilitarian elements for the game, in this case a simple traffic cone, to establish circuits and different kinds of tests in the game to overcome. 




The cone is a mesh of low quantity of polygins and a simple texture of their respective colors in jpg format.






That's all for now.

Release Development Demo MC 6.19 Alpha


This new released version contains certain corrections in bloom effects, hydraulic system for lifting objects with a fork, such as pallets with boxes.  Similarly, problems have been corrected in the loading thread of the assets.

Every time we approach a playable level, but I still have to work on certain technical aspects and stage props.  

We would love to hear from you. :)

Download


A small update, a video to see the progress made so far.


Test City on Game

The map

The creation of the map has been finished, still incomplete and more details in the future. The tests carried out imply an increase in the moment of loading, but I suppose that this should not be a problem in today's machines, although mine is from 10 or 11 years ago, but it is going well.

The idea is to give an urban environment to the sector where the forklift is handled, it is not perfect, it is not real, it is just a game, because if it turns out that I want to think about real things, then I better not do anything, and that's the point, a simple game, simple, as when it was done some decades, for example pacman. 

So, I'll see you in another post on this blog.  :)

Thanks to a beta tester user, total virus reports that the executable is contaminated with virus.  The contingency plan is then activated to assess what causes this warning.  First it is discarded that some antivirus, based on the size of the file think that it is an antivirus, but this is not the case, so it comes to the conclusion that an engine module is analyzed in the created executable and launches the warning, which from my point of view is a false positive. 

So to give more confidence to the user, are selected exclusively the engine modules to be used, which is something like this. 

Framework   Engine.3D
Import brl.threads
Import brl.linkedlist
Import brl.system
Virus Total  Yes Virus. 
Virus Total  Not Virus. 
The new executable weighs much less in debug mode and in a final version, it will weigh much less.  This is due to the fact that a large number of modules that are not useful at the moment are no longer loaded. 

In the same way a correction is made in the loading time of the resources in the background, in my computer works well even though it is a computer of more than a decade old.  But in an i7 processor it lasts up to a minute with 30 seconds in the load, something that is abnormal. So fix the root problem. :)

MC 7.19 Alpha development version is released. Work continues on general error corrections and optimization of executables that weigh less than one megabyte. 

This development version has two executables that allow resources to load faster or slower when starting the game. 

Thanks to the settler user of the Monkey 2 community. They have tested the project and motivate us to improve things. Thanks settler. :D

We continue in development. 

Yue

(1 edit)

Release Development Demo MC - 8.19 Alpha

What's an Alpha?

An Alpha version is a project very early in development, which has as its main feature that it is not a finished project and therefore is full of bugs to correct. 

That said, we release this development version, where we continue working on the system of loading the resources of the game, which consists of programming threads. A main thread and another thread that loads the resources in the background, while in the main thread is displayed a simple animation of a bar indicating that something is happening. 

This release contains a drastic increase in its uncompressed size, this is because the root directory has an image in bmp format of an average size of 50 megs, which is loaded into memory to display the load bar correctly. It is intended to solve with this release certain drawbacks, and hopefully solved this we can focus our forces in other parts of the project. 

Good luck. 

Download.

Development version MC 9.19 Alpha state is released.  Great work has been done to solve resource load problems on different computers and this is already stable at the moment. Where resources are loaded in a second thread parallel to the main one where a load bar is shown.

It has also been organized in how the buttons of the main menu should be, and establishing a message for when you want to leave the game, either from the title bar or from the exit button. On the other hand there is a new button called options, which is currently inactive. 

It is remembered that for the operation of the free camera are the keys o,k,k,ñ together with the mouse, and for the operation of the vehicle are the keys w,s,d,a and space key to brake the vehicle, in addition that the hydraulic lift is manipulated with the arrow keys.  Already to return to the main menu of the game is done by the escape key, likewise to return from the menu to the game when a game has already started.  All this in case you want to try this Alpha development version. 

See you in another post.  ;)

The graphical interfaces present three buttons (start, options, exit) and a window for some very simple graphic options, disable shadows that can drastically improve performance or disable the Bloom effect of the scene, as well as being able to raise or lower the audio effects sound. New options are expected to be added in the future. For now this will suffice. 

Similarly when you press the exit button, a dialog box is displayed to confirm if you really want to leave the game, this happens in the same way in the x of the title bar. 

That's all for now.  :)