MINI#37 FREE DOWNLOAD
by Dale Best · 11/07/2007 (2:32 am) · 28 comments

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Download MINI#37 Episode 01 absolutely free: > www.mini37.com
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rAge! 2007. Over 17 000 people. Three frenetic days. MINI#37 played more than 2000 times.
The small LumaArcade www.luma.co.za/article_mini37.html development team set up our stall at the expo. We installed a 4 player multiplayer rig, and watched (in shifts) as the game was played over 2000 times. We gathered a lot of info from this 'playtest' and then went back to the studio, and implemented some tweaks and small changes. The game, did not experience a single crash over the 3 days (although it was running on our equipment which was tested throughout our development process).




For more rAge pics, go to www.luma.co.za/article_mini37_article_rage.html

>www.youtube.com/watch?v=98roi0sit_kMINI#37 is an episodic racing game. Episode 01 will be available for download in November 2007 from www.mini37.com. (Current site is interim). It will be available at no cost. The website will hold a leader board, and each players WORLD RANKING. Players are able to upload their current race and lap times. The site will collate your position, publish it to the leader board, and then send that info back into the game, displaying your ranking in each track. Real world competitions will be held, with great prizes from holidays to cool gadgets to be won.


Download Movie > www.luma.co.za/mini37/Episode_01_mandelabridge.zip
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Download Movie > www.luma.co.za/mini37/Episode_01_barbican.zip
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Download Movie > www.luma.co.za/mini37/Episode_01_turbinehall.zip
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Download Movie > www.luma.co.za/mini37/Episode_01_campsbay.zip
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Download Movie > www.luma.co.za/mini37/Episode_01_docks.zip
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Download Movie > www.luma.co.za/mini37/Episode_01_waterfront.zip
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Download Movie > www.luma.co.za/mini37/Episode_02_sneakpeak.zip
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Homepage > www.luma.co.za/
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#2
Looks cool. Could you tell which version of Torque was used, and how you adapted the engine?
How did you choose the name Mini 37? The mini part I can figure out. I just don't think you tried 36 shitty versions of the game before you came out with this one.
Nebulagame Development Site
D-log
11/07/2007 (3:19 am)
Nice post. When counting the screenshots, you can now post 35 more times without having to include an image, as you have accumulated enough credits for that ;-)Looks cool. Could you tell which version of Torque was used, and how you adapted the engine?
How did you choose the name Mini 37? The mini part I can figure out. I just don't think you tried 36 shitty versions of the game before you came out with this one.
Nebulagame Development Site
D-log
#3
11/07/2007 (3:40 am)
Looks fantastc, easily one of the best things I've seen made with TGE :D
#4
11/07/2007 (6:09 am)
Looks great - how much are the racing car rigs people are playing on?
#5
@David , My first guess would be that 37 has something to do with the car that the game is promoting. :D
11/07/2007 (6:59 am)
Looks terrific ! @David , My first guess would be that 37 has something to do with the car that the game is promoting. :D
#6
Car number 37, a MINI Cooper S won the 1964 Monte Carlo Rally against big muscle cars and other thoroughbred racing cars. The car shown below is one of the cars you can unlock in Episode 01, and is the namesake of the game. :-)

Andy Hawkins > Each rig cost approximately $ 2300.00. Why do you ask? :_)
Has anyone downloaded the game?
11/07/2007 (7:08 am)
David Janssens > We have used TGE 1.5Car number 37, a MINI Cooper S won the 1964 Monte Carlo Rally against big muscle cars and other thoroughbred racing cars. The car shown below is one of the cars you can unlock in Episode 01, and is the namesake of the game. :-)

Andy Hawkins > Each rig cost approximately $ 2300.00. Why do you ask? :_)
Has anyone downloaded the game?
#7
I have yet to switch to the Windows mode on my iMac to test it. Any Mac version planned?
11/07/2007 (7:35 am)
@Dale: yes I did, the bandwith was rather slow though.I have yet to switch to the Windows mode on my iMac to test it. Any Mac version planned?
#8
11/07/2007 (7:40 am)
Stephan > Not at the moment, although there has been talk regarding this issue...
#9
11/07/2007 (7:44 am)
I will Dl this when I get home. This looks awesome. How long has this game been in development?
#10
11/07/2007 (7:48 am)
We started production on 1 December 2006. Episode 01 was completed in September 2007 - a 10 month period. Episode 02 is around 95% complete.
#11
11/07/2007 (8:28 am)
@Dale, really impressive stuff you have there! I'm curious, what did you do for the vehicle collisions?
#12
Did you skip over my post in your very own [b]Vehicle/Rigid Collision Fixes[b] thread? ;)
www.garagegames.com/mg/forums/result.thread.php?qt=63305
Just search for "mini" in there :)
11/07/2007 (8:39 am)
@RossDid you skip over my post in your very own [b]Vehicle/Rigid Collision Fixes[b] thread? ;)
www.garagegames.com/mg/forums/result.thread.php?qt=63305
Just search for "mini" in there :)
#13
11/07/2007 (8:41 am)
Hah! No in fact, I had read that and I think I saw the game from there originally, but for some reason I totally forgot about it. Durr!
#14
Hopefully I'll have some time to put together all of the changes that we did into a doc sometime in the next week or so... unfortunately I'm crazy busy on a new project with XNA at the moment and don't really have time for anything other than that right now :(
Some points that I can think of making off of the top of my head are:
-We only used rectangular bounding boxes for our cars, and kept the DIF collision geometry as simple as possible
-We kept the standard TGE polygon "find" functionality for collisions, but wrote our own collision detection code
-I *think* that we kept most/all of the collision reaction code the same, other than a few small tweaks
-We separated "static" (world) collisions from "dynamic" (vehicle) collisions, and made sure to process all dynamic collisions before the static ones for each vehicle (ie. it would be more acceptable for 2 vehicles to inter-penetrate for a single frame than for a vehicle to inter-penetrate with the world)
-We removed client-side collision detection
-We tweaked some prediction/interpolation stuff
That's all that my brain can recall at the moment. At the end of the day, quite a bit of what we did was from suggestions on the forums for things (ie. limiting max iterations, something to do with the friction I think, etc.), and then whatever still gave grief we just re-wrote piece by piece.
Try the game out and see if you are happy with the results. With the changes that we've made, we are able to have vehicle traveling around 150 units/sec (our worlds were built at a 2:1 scale, so you only actually travel about 75 m/s in "game space") and don't ever suffer from collision freezes or vehicles getting stuck in each other or the world (other than rare cases where multiple vehicle hit each other at very high speeds against the world, and even in that case, it resolves itself after a few frames).
11/07/2007 (8:53 am)
No prob ;)Hopefully I'll have some time to put together all of the changes that we did into a doc sometime in the next week or so... unfortunately I'm crazy busy on a new project with XNA at the moment and don't really have time for anything other than that right now :(
Some points that I can think of making off of the top of my head are:
-We only used rectangular bounding boxes for our cars, and kept the DIF collision geometry as simple as possible
-We kept the standard TGE polygon "find" functionality for collisions, but wrote our own collision detection code
-I *think* that we kept most/all of the collision reaction code the same, other than a few small tweaks
-We separated "static" (world) collisions from "dynamic" (vehicle) collisions, and made sure to process all dynamic collisions before the static ones for each vehicle (ie. it would be more acceptable for 2 vehicles to inter-penetrate for a single frame than for a vehicle to inter-penetrate with the world)
-We removed client-side collision detection
-We tweaked some prediction/interpolation stuff
That's all that my brain can recall at the moment. At the end of the day, quite a bit of what we did was from suggestions on the forums for things (ie. limiting max iterations, something to do with the friction I think, etc.), and then whatever still gave grief we just re-wrote piece by piece.
Try the game out and see if you are happy with the results. With the changes that we've made, we are able to have vehicle traveling around 150 units/sec (our worlds were built at a 2:1 scale, so you only actually travel about 75 m/s in "game space") and don't ever suffer from collision freezes or vehicles getting stuck in each other or the world (other than rare cases where multiple vehicle hit each other at very high speeds against the world, and even in that case, it resolves itself after a few frames).
#15
Well done to all of those involved - it's about time we put South Africa on the gaming map!
Good, clean, simple fun. And it looks great too!
Congratulations!
11/07/2007 (11:12 am)
Hi DaleWell done to all of those involved - it's about time we put South Africa on the gaming map!
Good, clean, simple fun. And it looks great too!
Congratulations!
#16
So much so i have a hard time believing its torque :), just goes to show what a good team can do with the engine.
PS: you got your own booth babes ? now you know youve made it big :)
11/07/2007 (4:01 pm)
Awesome stuff, Easily the best thing ive seen in either tge or tgea .So much so i have a hard time believing its torque :), just goes to show what a good team can do with the engine.
PS: you got your own booth babes ? now you know youve made it big :)
#17
11/07/2007 (8:14 pm)
Looks and plays great. Only one hiccup - I downloaded and installed it, and when I run it, I get the "Loading" screen. Then everything turns black. I hear some intro sounds, and it sits there with a blank screen. If I press enter, then it goes in and I get to choose the car, and it plays fine. I'm running a normal Vista build with an nVidia 8800gts with the latest drivers.
#18
I'm grabbing a copy now ;) Looking forward to episode 2, wanna try that loop thing :p
11/08/2007 (5:03 am)
Great work Dale and Luke.I'm grabbing a copy now ;) Looking forward to episode 2, wanna try that loop thing :p
#19
* THE INTRO MOVIE IS BLANK *
The issue is a problem with the Indeo Codec we have used in the Intro CG movie. This will fix it for most users.
www.luma.co.za/mini37/MINI37_Episode01_Update_1.0.zip (1.7 MB)
And BTW, thank you to everyone for the positive response so far. I hope you enjoy the game.
:-)
11/08/2007 (7:53 am)
Jaimi > and others with same problem* THE INTRO MOVIE IS BLANK *
The issue is a problem with the Indeo Codec we have used in the Intro CG movie. This will fix it for most users.
www.luma.co.za/mini37/MINI37_Episode01_Update_1.0.zip (1.7 MB)
And BTW, thank you to everyone for the positive response so far. I hope you enjoy the game.
:-)
#20
11/08/2007 (1:47 pm)
You guys should put the videos in ogg format so it's cross platform. 
Torque 3D Owner Chris "DiGi" Timberlake