Racer Game:Suche Programmierer

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Polska-Fighter

Betreff: Racer Game:Suche Programmierer

BeitragMo, Okt 15, 2007 22:56
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Hallo Leute
Da der Programmierer den ich hatte leider jetzt weg is und sein eigenes Ding dreht.
Wollte ich nochmal fragen wer hätte interese ein Rennspiel zu machen.
ein paar Grafiken hab ich schon für Menü gemacht autos hab ich auch schon hier sind sie
user posted imageuser posted image
und hier das Tuning Menü:
http://www.dc.freecoder-portal...ing_01.PNG
mit dem Tuning hab ich es so gedacht
http://dc.freecoder-portal.de/...int_05.JPG

GFX soll sein wie GTA -> http://www.bmi-online.de/public/GTA_LIKE.exe

Ich bin Gerne Bereit wen das Spiel Fertig is Grafik für ein andere Spiel zu machen.
Ich hoffe dieses mal melden sich mehr leute Smile
Bitte möglichst leute die Viel Freizeit haben dafür, ich will das Spiel schnell fertig bekommen.

zu mir Ich bin 17 Jahre Alt
bin Hobby-Grafiker und verbringe viel Zeit mit Grafiken machen.
und joa was kann man noch sagen XD.
Mfg Polska-Fighter
www.Grundosz-Studios.de.tp

D2006

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BeitragMo, Okt 15, 2007 23:09
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Ankündigungen sind dazu da, dass Leute wie du und ich sie lesen. Also tu es. -.-

~VERSCHOBEN~
Dieser Thread passte nicht in das Forum, in dem er ursprünglich gepostet wurde.
Intel Core i5 2500 | 16 GB DDR3 RAM dualchannel | ATI Radeon HD6870 (1024 MB RAM) | Windows 7 Home Premium
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Chaos Interactive :: GoBang :: BB-Poker :: ChaosBreaker :: Hexagon :: ChaosRacer 2
 

Gast

BeitragDi, Okt 16, 2007 16:06
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Ich würds machen...
Mein Bruder hat aber heute Geburtstag...
Ich fang deshalb erst ein klein wenig später an...
  • Zuletzt bearbeitet von Gast am Di, Okt 16, 2007 16:24, insgesamt einmal bearbeitet

Polska-Fighter

BeitragDi, Okt 16, 2007 16:12
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wen du mit machen willst adde mich icq oder hinterlasse bitte deine Addy XD

MFg Polska-Fighter
www.Grundosz-Studios.de.tp
 

Gast

Betreff: Profil

BeitragDi, Okt 16, 2007 16:36
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Schau in Mein Profil, ich habs grad eingetragen...

Polska-Fighter

BeitragMi, Okt 17, 2007 19:59
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will kein andere mitmachen ?
hat dein keiner lust ?

MFg Polska-fighter
www.Grundosz-Studios.de.tp

Ray-Tracer

BeitragMi, Okt 17, 2007 20:48
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Hi Polska-Fighter

Wenn keiner Lust hat ,kannst Du ja vielleicht schon mal selber anfangen.
Ich hab hier noch nen Code aus dem Codearchiv von bb.com.
Da hat einer das Car-Physics-Tutorial von Marco Monster in Blitz(2d) umgesetzt ,ist ein ganz guter Anfang.

Code: [AUSKLAPPEN]
Graphics 800,600
SetBuffer BackBuffer()

;physics variables
Global delta_t# = 0.01
Global M_PI# = 3.1415926
Global DRAG# = 5.0
Global RESISTANCE# = 30.0
Global CA_R# = -5.20
Global CA_F# = -5.0
Global MAX_GRIP# = 2.0   
Global MULT# = 57
Global MULT2# = 0.01745

Global CAR1_cartype = 1
Global CAR1_cartype_b# = 1.0
Global CAR1_cartype_c# = 1.0
Global CAR1_cartype_wheelbase# = CAR1_cartype_b# + CAR1_cartype_c#
Global CAR1_cartype_h# = 1.0
Global CAR1_cartype_mass# = 1500
Global CAR1_cartype_inertia# = 1500
Global CAR1_cartype_width# = 1.5
Global CAR1_cartype_length# = 3.0
Global CAR1_cartype_wheellength# = 0.7
Global CAR1_cartype_wheelwidth# = 0.3
Global CAR1_car_position_wc_x# = 400.0
Global CAR1_car_position_wc_y# = 300.0
Global CAR1_car_velocity_wc_x# = 0
Global CAR1_car_velocity_wc_y# = 0
Global CAR1_car_angle# = 0
Global CAR1_car_angularvelocity# = 0
Global CAR1_car_steerangle# = 0
Global CAR1_car_throttle# = 0
Global CAR1_car_brake# = 0

Global front_slip = 0
Global rear_slip = 0

Global velocity_x#
Global velocity_y#
Global yawspeed#
Global sn#, cs#
Global xpos#, ypos#
Global rot_angle#
Global sideslip#
Global slipanglefront#
Global slipanglerear#
Global flatf_x#, flatf_y#
Global flatr_x#, flatr_y#
Global weight#
Global ftraction_x#, ftraction_y#
Global resistance_x#, resistance_y#
Global force_x#, force_y#
Global torque#
Global acceleration_x#, acceleration_y#, angular_acceleration#
Global acceleration_wc_x#, acceleration_wc_y#


;main loop
While ( KeyHit(1)=0 )

    Cls

    FUNC_do_input()
   
    FUNC_do_physics()
       
    Flip
   
Wend

End




;input routine from joystick/pad/wheel
Function FUNC_do_input()

    If ( KeyDown(200)) CAR1_car_throttle# = 2000.0
    If ( KeyDown(200)=0 And KeyDown(208)=0 ) Then CAR1_car_throttle# = 0.0
    If ( KeyDown(208) = 1 )
        CAR1_car_throttle# = 0.0
        CAR1_car_brake# = 100.0
    Else
        CAR1_car_brake# = 0.0
    EndIf

    CAR1_car_steerangle# = 0.0
    If ( KeyDown(205) ) CAR1_car_steerangle# = (-M_PI# / 4.0) * 0.15;* MULT2#
    If ( KeyDown(203) ) CAR1_car_steerangle# = (M_PI# / 4.0) * 0.15; MULT2#

    rear_slip = 0;
    If ( KeyDown(57) ) rear_slip = 1;
   
    ;temp display of vars
    Text 0,0,Str(CAR1_car_position_wc_x#)
    Text 0,12,Str(CAR1_car_position_wc_y#)
    Text 0,24,Str(CAR1_car_steerangle#)

    xpos# = CAR1_car_position_wc_x#
    ypos# = CAR1_car_position_wc_y#

    ;render a small moving car rep.
    renda1# =( -CAR1_car_angle# * MULT# ) - 60
    If (renda1#<0.0) Then renda1#=360.0+renda1#
    renda2# =( -CAR1_car_angle# * MULT# ) + 60
    If (renda2#>359.0) Then renda2#=renda2#-360.0
    renda3# =( -CAR1_car_angle# * MULT# ) - 120
    If (renda3#<0.0) Then renda3#=360.0+renda3#
    renda4# =( -CAR1_car_angle# * MULT# ) + 120
    If (renda4#>359.0) Then renda4#=renda4#-360.0

    rendx1#=25*Cos(renda1#) : rendy1#=25*Sin(renda1#)
    rendx2#=25*Cos(renda2#) : rendy2#=25*Sin(renda2#)
    rendx3#=25*Cos(renda3#) : rendy3#=25*Sin(renda3#)
    rendx4#=25*Cos(renda4#) : rendy4#=25*Sin(renda4#)

    Color 255,255,255
    Line rendx1#+xpos#,rendy1#+ypos#,rendx2#+xpos#,rendy2#+ypos#
    Line rendx2#+xpos#,rendy2#+ypos#,rendx4#+xpos#,rendy4#+ypos#
    Line rendx4#+xpos#,rendy4#+ypos#,rendx3#+xpos#,rendy3#+ypos#
    Line rendx3#+xpos#,rendy3#+ypos#,rendx1#+xpos#,rendy1#+ypos#

End Function






Function FUNC_do_physics()

    sn# = Sin(CAR1_car_angle# * MULT#); * MULT2#
    cs# = Cos(CAR1_car_angle# * MULT#) ;* MULT2#

    Text 400,0,"sn="+Str(sn#)+" cs="+Str(cs#)

    ; SAE convention: x is To the front of the car, y is To the Right, z is down
    ; transform velocity in world reference frame To velocity in car reference frame
    velocity_x# = cs# * CAR1_car_velocity_wc_y# + sn# * CAR1_car_velocity_wc_x#
    velocity_y# = -sn# * CAR1_car_velocity_wc_y# + cs# * CAR1_car_velocity_wc_x#

    ; Lateral force on wheels
    ; Resulting velocity of the wheels as result of the yaw rate of the car body
    ; v = yawrate * r where r is distance of wheel To CG (approx. half wheel base)
    ; yawrate (ang.velocity) must be in rad/s
    yawspeed# = CAR1_cartype_wheelbase# * 0.5 * CAR1_car_angularvelocity#

    If( velocity_x# = 0 )
        rot_angle# = 0
    Else
;        rot_angle# = ATan2( (yawspeed# * MULT#) , (velocity_x# * MULT#) )
        rot_angle# = ATan2( (yawspeed# ) , (velocity_x#) ) * MULT2#
    EndIf

    ; Calculate the side slip angle of the car (a.k.a. beta)
    If( velocity_x# = 0 )
        sideslip# = 0.0
    Else
;        sideslip# = ATan2( (velocity_y# * MULT#) , (velocity_x# * MULT#) )       
        sideslip# = ATan2( (velocity_y# ) , (velocity_x#) )    * MULT2#   
    EndIf

    ; Calculate slip angles For front And rear wheels (a.k.a. alpha)
    slipanglefront# = sideslip# + rot_angle# - CAR1_car_steerangle#
    slipanglerear# = sideslip# - rot_angle#

    ; weight per axle = half car mass times 1G (=9.8m/s^2)
    weight# = CAR1_cartype_mass# * 9.8 * 0.5
   
    ; lateral force on front wheels = (Ca * slip angle) capped To friction circle * load
    flatf_x# = 0.0
    flatf_y# = CA_F# * slipanglefront#

;    If ( flatf_y# > MAX_GRIP# ) flatf_y# = MAX_GRIP#
;    If ( flatf_y# < -MAX_GRIP# ) flatf_y# = -MAX_GRIP#

    flatf_y# = flatf_y# * weight#
   
    ; allow front wheels to slip
    If(front_slip=1) flatf_y# = flatf_y# * 0.5

    ; lateral force on rear wheels
    flatr_x# = 0.0
    flatr_y# = CA_R# * slipanglerear#

;    If ( flatr_y# > MAX_GRIP# ) flatr_y# = MAX_GRIP#
;    If ( flatr_y# < -MAX_GRIP# ) flatr_y# = -MAX_GRIP#

    flatr_y# = flatr_y# * weight#
   
    If(rear_slip = 1) flatr_y# = flatr_y# * 0.5

    ; longtitudinal force on rear wheels - very simple traction model
    ftraction_x# = 100.0 * (CAR1_car_throttle# - CAR1_car_brake# * Sgn(velocity_x#))
    ftraction_y# = 0.0

    If(rear_slip = 1) ftraction_x# = ftraction_x# * 0.5

    ; Forces And torque on body
    ; drag And rolling resistance
    resistance_x# = -( RESISTANCE# * velocity_x# + DRAG# * velocity_x# * Abs( velocity_x# ) )
    resistance_y# = -( RESISTANCE# * velocity_y# + DRAG# * velocity_y# * Abs( velocity_y# ) )

    ; sum forces
    force_x# = ftraction_x# + (Sin( CAR1_car_steerangle# * MULT# )) * flatf_x# + flatr_x# + resistance_x#
    force_y# = ftraction_y# + (Cos( CAR1_car_steerangle# * MULT# )) * flatf_y# + flatr_y# + resistance_y#   

    ; torque on body from lateral forces
    torque# = CAR1_cartype_b# * flatf_y# - CAR1_cartype_c# * flatr_y#

    ; Acceleration
    ; Newton F = m.a, therefore a = F/m
    acceleration_x# = force_x# / CAR1_cartype_mass#
    acceleration_y# = force_y# / CAR1_cartype_mass#
   
    angular_acceleration# = torque# / CAR1_cartype_inertia#

    ; Velocity And position
    ; transform acceleration from car reference frame To world reference frame
    acceleration_wc_x# = cs# * acceleration_y# + sn# * acceleration_x#
    acceleration_wc_y# = -sn# * acceleration_y# + cs# * acceleration_x#

    ; velocity is integrated acceleration
    CAR1_car_velocity_wc_x# = CAR1_car_velocity_wc_x# + (delta_t# * acceleration_wc_x#)
    CAR1_car_velocity_wc_y# = CAR1_car_velocity_wc_y# + (delta_t# * acceleration_wc_y#)

    ; position is integrated velocity
    CAR1_car_position_wc_x# = CAR1_car_position_wc_x# + (delta_t# * CAR1_car_velocity_wc_x#)
    CAR1_car_position_wc_y# = CAR1_car_position_wc_y# + (delta_t# * CAR1_car_velocity_wc_y#)

    ; Angular velocity And heading
    ; integrate angular acceleration To get angular velocity
    CAR1_car_angularvelocity# = CAR1_car_angularvelocity# + (delta_t# * angular_acceleration#)

    ; integrate angular velocity To get angular orientation
    CAR1_car_angle# = CAR1_car_angle# + (delta_t# * CAR1_car_angularvelocity#)

    If ( CAR1_car_position_wc_x# < 0.0 ) CAR1_car_position_wc_x# = 800.0
    If ( CAR1_car_position_wc_x# > 800.0 ) CAR1_car_position_wc_x# = 0.0
    If ( CAR1_car_position_wc_y# < 0.0 ) CAR1_car_position_wc_y# = 600.0
    If ( CAR1_car_position_wc_y# > 600.0 ) CAR1_car_position_wc_y# = 0.0
   
End Function




;2. ADDITIONS / CHANGES For rear/front/4 wheel drive

;type of car - 1=rear 2=front 3=four
Global CAR1_car_drivetype = 3




Function FUNC_do_physics2()

    ; SAE convention: x is To the front of the car, y is To the Right, z is down



    ;--------------------------
    ; TRANSFORM VELOCITY
    ;--------------------------
        ; transform velocity in world reference frame To velocity in car reference frame
        sn# = Sin(CAR1_car_angle# * MULT#); * MULT2#
        cs# = Cos(CAR1_car_angle# * MULT#) ;* MULT2#
        velocity_x# = cs# * CAR1_car_velocity_wc_y# + sn# * CAR1_car_velocity_wc_x#
        velocity_y# = -sn# * CAR1_car_velocity_wc_y# + cs# * CAR1_car_velocity_wc_x#


    ;--------------------------
    ; LATERAL FORCES ON WHEELS
    ;--------------------------
        ; Resulting velocity of the wheels as result of the yaw rate of the car body
        ; v = yawrate * r where r is distance of wheel To CG (approx. half wheel base)
        ; yawrate (ang.velocity) must be in rad/s

        ; 0.5 in this line becomes front/rear pos of COG - alter this later
        yawspeed# = CAR1_cartype_wheelbase# * 0.5 * CAR1_car_angularvelocity#
        If( velocity_x# = 0 )
            rot_angle# = 0
        Else
            rot_angle# = ATan2( (yawspeed# ) , (velocity_x#) ) * MULT2#
        EndIf


    ;-------------------------
    ; SIDESLIP ANGLE
    ;-------------------------
        ; Calculate the side slip angle of the car (a.k.a. beta)
        If( velocity_x# = 0 )
            sideslip# = 0.0
        Else
            sideslip# = ATan2( (velocity_y# ) , (velocity_x#) )    * MULT2#   
        EndIf


    ;-------------------------
    ; SLIP ANGLES FRONT/REAR
    ;-------------------------
        ; Calculate slip angles For front And rear wheels (a.k.a. alpha)
        slipanglefront# = sideslip# + rot_angle# - CAR1_car_steerangle#
        slipanglerear# = (sideslip# - rot_angle#)


    ;-------------------------
    ; WEIGHT PER AXLE
    ;-------------------------
        ; weight per axle = half car mass times 1G (=9.8m/s^2)
        ; need to split this into front and rear masses - according to position of COG
        weight# = CAR1_cartype_mass# * 9.8 * 0.5


    ;--------------------------
    ; LATERAL FORCES ON WHEELS
    ;--------------------------
        ; (Ca * slip angle) capped To friction circle * load
        flatf_x# = 0.0
        flatr_x# = 0.0

        ;check for front / rear / 4 wheel drive
        If ( CAR1_car_drivetype = 1 )

            ;rear wheel drive
            flatr_y# = CA_R# * slipanglerear# / ((CAR1_car_throttle# / 5000.0)+1)
            flatf_y# = CA_F# * slipanglefront#

        Else If ( CAR1_car_drivetype = 2 )

            ;front wheel drive
            flatr_y# = CA_R# * slipanglerear#
            flatf_y# = CA_F# * slipanglefront# / ((CAR1_car_throttle# / 5000.0)+1)

        Else If ( CAR1_car_drivetype = 3 )
   
            ;4 wheel drive
            flatr_y# = CA_R# * slipanglerear# / ((CAR1_car_throttle# / 5000.0)+1)
            flatf_y# = CA_F# * slipanglefront# / ((CAR1_car_throttle# / 5000.0)+1)
       
        EndIf
           
        flatf_y# = flatf_y# * weight#
        flatr_y# = flatr_y# * weight#

        ; allow for handbrake / reduced grip levels - use this for different surfaces later   
        If(front_slip=1) flatf_y# = flatf_y# * 0.5
        If(rear_slip = 1) flatr_y# = flatr_y# * 0.5


    ;-----------------------------
    ; LONGITUDINAL FORCES
    ;-----------------------------
        ; longtitudinal force on rear wheels - very simple traction model
        ftraction_x# = 100.0 * (CAR1_car_throttle# - CAR1_car_brake# * Sgn(velocity_x#))
        ftraction_y# = 0.0

        ; allow for handbrake
        If(rear_slip = 1) ftraction_x# = ftraction_x# * 0.5



    ;-------------------------------
    ; SUM FORCES AND TORQUE ON BODY
    ;-------------------------------
        ; drag And rolling resistance
        resistance_x# = -( RESISTANCE# * velocity_x# + DRAG# * velocity_x# * Abs( velocity_x# ) )
        resistance_y# = -( RESISTANCE# * velocity_y# + DRAG# * velocity_y# * Abs( velocity_y# ) )

        ; sum forces
        force_x# = ftraction_x# + (Sin( CAR1_car_steerangle# * MULT# )) * flatf_x# + flatr_x# + resistance_x#
        force_y# = ftraction_y# + (Cos( CAR1_car_steerangle# * MULT# )) * flatf_y# + flatr_y# + resistance_y#   

       
        ; torque on body from lateral forces
        torque# = CAR1_cartype_b# * flatf_y# - CAR1_cartype_c# * flatr_y#

        ; Acceleration - Newton F = m.a, therefore a = F/m
        acceleration_x# = force_x# / CAR1_cartype_mass#
        acceleration_y# = force_y# / CAR1_cartype_mass#
   
        ; angular acceleration around COG
        angular_acceleration# = torque# / CAR1_cartype_inertia#

        ; Velocity And position
        ; transform acceleration from car reference frame To world reference frame
        acceleration_wc_x# = cs# * acceleration_y# + sn# * acceleration_x#
        acceleration_wc_y# = -sn# * acceleration_y# + cs# * acceleration_x#

        ; velocity is integrated acceleration
        CAR1_car_velocity_wc_x# = CAR1_car_velocity_wc_x# + (delta_t# * acceleration_wc_x#)
        CAR1_car_velocity_wc_y# = CAR1_car_velocity_wc_y# + (delta_t# * acceleration_wc_y#)

        ; position is integrated velocity
        CAR1_car_position_wc_x# = CAR1_car_position_wc_x# + (delta_t# * CAR1_car_velocity_wc_x#)
        CAR1_car_position_wc_y# = CAR1_car_position_wc_y# + (delta_t# * CAR1_car_velocity_wc_y#)

        ; Angular velocity And heading
        ; integrate angular acceleration To get angular velocity
        CAR1_car_angularvelocity# = CAR1_car_angularvelocity# + (delta_t# * angular_acceleration#)

        ; move COG left / right according to body's angular rotation
        CAR1_car_COGx# = (CAR1_car_angularvelocity# * 10.0)
        CAR1_car_COGy# = CAR1_car_throttle# / 100.0
       
        ; integrate angular velocity To get angular orientation
        CAR1_car_angle# = CAR1_car_angle# + (delta_t# * CAR1_car_angularvelocity#)





    ;TEMP - SCREEN LIMITS
    If ( CAR1_car_position_wc_x# < 0.0 ) CAR1_car_position_wc_x# = 800.0
    If ( CAR1_car_position_wc_x# > 800.0 ) CAR1_car_position_wc_x# = 0.0
    If ( CAR1_car_position_wc_y# < 0.0 ) CAR1_car_position_wc_y# = 600.0
    If ( CAR1_car_position_wc_y# > 600.0 ) CAR1_car_position_wc_y# = 0.0
   
End Function
__wunschklang__

Kernle 32DLL

BeitragMi, Okt 17, 2007 21:07
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Ich kenne mich weder mit Physik aus, noch wäre ich sonst für einen Spieltechnischen Aspekt zu gebrauchen, aber Menüs kann ich bauen, ja das kann ich ^^ Ansonsten so das übliche halt mit spezialisierung auf exotisches programmieren ^^

kannst ja mal ein bissel im Forum rumszöbern... z.b. im Thread über den CodeCompo 7 (etwas älter) oder dem aktuellen Thread über den CodeCompo 10

Grüßle:
Kernle

PS: Weitere Stichwörte dürten "Cube-Wars" und "Multilanguage Vokabeltrainer" sein ^^

PS²: Der Wagen kommt mir irgentwie SEHR bekannt vor.. haste den selber gemacht ? Ich meine den mal in nem anderen Forum schon gesehen zu haben ! (Keine Anschuldigung ^^)
Mein PC: "Bluelight" - Xtreme Gamer PC [Video]
Meine Projekte: Cube-Wars 2010 [Worklog]
Anerkennungen: 1. Platz BCC #7 , 1. Platz BCC #22 , 3. Platz BAC #89
Ich war dabei: NRW Treff III, IV ; Frankfurter BB Treffen 2009

Polska-Fighter

BeitragDo, Okt 18, 2007 12:59
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jo wen du es wo anders gesehen hast war ich wahrscheinlich am Werke das autos is 100 % mein Auto in liebe gemacht ^^.
naja ich würde gerne das Spiel Programmiereren das Problem is nur das ich das nicht kann Sad deshalb bin ich auf Hilfe angewiesen.
deshalb würde ich es sehr wünschen wen welche das machen würden

Mfg Polska-Fighter
www.Grundosz-Studios.de.tp

DAK

BeitragDo, Okt 18, 2007 13:05
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woran liegts? kannst du kein bb? wenn nicht, dann lerns, is ja nicht so schwer...

@Ray-Tracer:
Die Physik ist recht seltsam.... so fährt ein Auto eigentlich nur, wenn man die Handbremse anzieht....
Gewinner der 6. und der 68. BlitzCodeCompo

Markus2

BeitragDo, Okt 18, 2007 13:41
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@Polska-Fighter
Lust habe ich schon,Zeit wenig,Problem war bei mir noch die Physik
aber das bekomme ich bestimmt mal in den Griff .
Wäre aber schön wenn du zusammen passende Tile Sets für uns machst
mit gleicher scalierung in der Größe 32x32
Gebrauchen könnte ich alles mögliche was man so auf einer Strecke sieht .
Autos,Bäume,Sträucher,Straße,Bürgersteig,Laternen,Reifenstapel,
Ampeln,Wiese,Matsch,Kopfsteinpflaster,Mauern,Zäune,Start/Ziel,
Menschenmenge,Tribüne und und und ...
Wenn ich meinen Teil mal fertig bekomme können wir uns ja austauschen Wink

@Ray-Tracer
diese Vorlage kommt mir bekannt vor ,
habe sie auch mal umgesetzt , taugt aber nicht .

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