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BeRo
10th June 2014, 07:28 AM
Hello,

i present to you my anti-gravity futuristic arcade-style racing indie game with the name "Supraleiter", which I'm developing in a team with five peoples, where I'm the lead programmer.

It's in a very early development phase.

It's implemented fully in Object Pascal (compilable with Delphi at version 7 and up and FreePascal at version 2.6.2 and up) including own 3D game engine, own 3D HRTF stereo sound rendering engine, own 3D rigidbody physics engine, own truetype font rendering engine with hinting-bytecode support, etc.

All of the game is own 100% native Object Pascal code, only with one exception, that the framework uses SDL2 as OS-API-abstraction layer.

So it's a not yet another Unity or Unreal anti-gravity racing game, rather it's a anti-gravity racing game, where the all code including the engine and the framework (with SDL2-backend) is own code by the developers of the game itself, so by me (95% of the code) and by my co-worker (5% of the code). This makes the game different from other indie anti-gravity racing game, which are using often third game engines and frameworks.

The team on this game has 5 members, where the most of us are also demosceners, for example I'm a farbrausch demogroup member. The team members at this indie game are:

- BeRo (this is me, Lead programmer)
- red (Programmer for additional code)
- brainbox (2D and 3D graphics)
- h2o (mainly 2D graphics)
- wotw (music and sound)

It will be available in native 32-bit and 64-bit builds for Windows (not Windows Phone) (over Steam), Linux (over Desura), MacOSX (over the AppStore), Android (over the PlayStore), iOS (over the AppStore) and maybe also for Tizen.

But the game is as said yet in a very early state, but i want to do write a post about it here already, for to save the game title name "Supraleiter", because it had already a title name rename, it called "HyperRace" some months ago until somebody has released a iOS game with the same name, so we renamed it to "Supraleiter".

You can see in the following video the very early state of it, since many features are missing yet, for example relief mapping and other 3D engine stuff and graphic details, and the another planned game modes and higher detailed not-more-so-low-poly maps are missing yet too. And it was video-captured with a Lenovo Thinkpad X230 with an Intel i7-3520M CPU, which has only an Intel HD4000 iGPU, so sorry for the low in-game framerate while capturing. My desktop computer with a NVidia Geforce GTX660 isn't working in the moment. It has two broken HDDs, which I must replace these first before I can capture better videos of this game with higher and more smooth framerates.

And here is the one very-early-state-preview video:


https://www.youtube.com/watch?v=N0iQ9zS7yr8

I would be glad about any feedback from you. :)

Regards from Germany,
BeRo

Jonny
10th June 2014, 09:20 AM
Looks cool, but the camera made me sick.
For early-stage, already better than a Kalypso game ;)

Xpand
10th June 2014, 11:40 AM
Looks pretty awesome. I'm also getting Wipeout Fusion vibes from the track and ship design.

Koleax
12th March 2015, 02:38 AM
Any news on this game? I check cherry-darling.net but I don't see it there.

Also I'm curious what you meant by "yet another Unity or Unreal anti-gravity racing game" because I wasn't aware of any! I was actually thinking of making a prototype in UE4 for myself, now that it's free, and was doing some research on how to go about doing that.

BeRo
22nd March 2015, 10:22 AM
Any news on this game? I check cherry-darling.net but I don't see it there.

Also I'm curious what you meant by "yet another Unity or Unreal anti-gravity racing game" because I wasn't aware of any! I was actually thinking of making a prototype in UE4 for myself, now that it's free, and was doing some research on how to go about doing that.

Supraleiter is still in heavy development. :-)

But I'll maybe post a new video capture in the next time with the almost completely reworked 3D rendering engine here, which uses now a great many of state-of-art and bleeding-edge physically-based rendering technologies (full realtime global illumination, procedural physically based sky, physically based volumetric scattering, physically based shading, etc.).

And at the Revision 2015 demoparty I (BeRo from the demogroup Farbrausch) will give together with urs from the demogroup mercury a tech talk about the supraleiter 3D engine. See "SUPRALEITER AND WHOSE PHYSICALLY-BASED-RENDERING TECHNIQUES" at http://2015.revision-party.net/events/seminars

And again for the clarification: Supraleiter uses a completely own developed engine, so it is not using Unity or UE4. This is also the reason, that the development of Supraleiter with its completely own engine takes more time than similar games which uses third-party engines like UE4/Unity.

BeRo
1st July 2015, 07:04 PM
Hello guys,

here the new status update for the Supraleiter project.

Supraleiter has in its current state 219745 lines of code, including our own-developed libraries, e.g. 3D graphics engine, 3D physics engine, audio engine, and so on. Supraleiter is almost free from third-party-libraries, except of SDL 2.0, which we use it as a system API abstraction layer.

And since the last status update, Supraleiter got new features which are:


Physically based shading pipeline
Purely HDR rendering pipeline
Realtime global illumination, so no precalculated light maps etc.
Real Time volumetric scattering
Real Time sky rendering (so a real time dynamic day & night cycle is possible now)
Mostly physically correct depth of field
Plausible motion blur
New rewritten physics engine called Kraft ( https://github.com/BeRo1985/kraft/ ), now with working continous collision detection and response, which is the preferable method for fast games to avoid tunneling (missed collisions when objects are too fast), where the base discrete physics rate can however be comparatively still low at 120 Hz.
The AI is now neural network based, that means the AI is able to learn, but this learn-feature is currently disabled due to some performance issues during the”neural network training” while a game is running, it will be re-enabled as soon as we find a solution for this performance problem. Possibly i can fix it by training the neural network after the game has finished and not while the game is running. In any case the AI will learn, how good it will become depends on your own driving skills. But in a nutshell, the AI is not hardcoded, but for debugging comparison purposes i added an additional hardcoded AI. Here is an additional detail information for interested people: We’re using feed-forward neural networks, so one of the simplest neural network types.
Support for gamepad controllers
Multithreaded code design (job-based)
and other things that I have forgotten to mention here.



And now some videos :)

http://www.youtube.com/watch?v=SWanRYNNTUA
http://www.youtube.com/watch?v=1YN-MJ_2HKM

And at the Revision 2015 demo party was a talk about the Supraleiter rendering technologies:

http://www.youtube.com/watch?v=HnePmLm-UWE and the slides as PDF http://rootserver.rosseaux.net/demoscene/prods/SupraleiterAndItsRenderingTechnologies.pdf

Supraleiter has a side-project called Rewipeout, where we can tweak the Supraleiter physics against the original WipeOut 1 and 2097/XL tracks. Rewipeout has a complete own codebase except the shared physics code from Supraleiter. And Rewipeout will be opensourced later, when Supraleiter is released.

The physics of Rewipeout and Supraleiter are, or better, will be a mixture of primarily the WipeOut Pulse physics and secondary of the two WipeOut PSX titles. You might ask yourself why WipEout Pulse primarily. The reason is simple, the WipeOut Pulse physics were very good described by a WipeOut developer in a game developer magazine from November 2005, so it is comparatively easy, to reimplement these physics as a start base for our own physics behaviour style.

And here finally is also a video to Rewipeout:

http://youtu.be/zdduMpnMRqc

So far so good, I hope you like this status update to the Supraleiter project. :-)

Regards from Germany,
Benjamin ‘BeRo’ Rosseaux

aybe
24th September 2015, 12:46 AM
Hi ! How are you doing ? It's been like 2 months or so ... Are you still working on the project ? :g

I personally took a break on mine with this summer heat wave, but I do plan to get back on it ASAP ! Your hints about using a constraint was really helpful and worked very well, the problem now is that I need to fix collisions since I was using trigger mode, i.e. basically I need to re-attack the problem from scratch.

This is the last result using your suggestion, if you haven't seen it already :


https://www.youtube.com/watch?v=SPn4LnSJY2o

Alright, looking forward to hear good news from your project :p