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[STOKED] - (slang) An alternate term for the word psyched. In other words, to be excited. ...
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WHAT IS STOKED RIDER?

A series of videogames all about outdoor-scenarios as a playground for various kinds of action-sports. Key features are:

Immense huge outdoor terrains
Adventure bone-breaking cliffs in an Alaska themed terrain without worrying about helicopter bills.

Physical based gameplay
A unique control scheme captures the true feel of snowboarding versus the typical button mashing gameplay of past snow games. Gamers will have a unique gaming experience every time they pick up the controller since no two runs will ever be the same.

Competitive online play

Share your best spots on the mountain with friends or try beating other highscores.

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HOW TO GET THE GAME?

Stoked Rider: Alaska Alien
>coming this winter

Stoked Rider ft. Tommy Brunner
Try before buy demo

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Copyright & Contact Information

Bongfish Interactive Entertainment
Albrechtgasse 9/1
8010 Graz
Austria, Europe
www.bongfish.com
info@bongfish.com

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Developer diary #1 - Physics of Stoked Rider

Aloha,

Welcome to the first developer-diary of
Stoked Rider - Alaska Alien. In this issue we will tell you about the physics-technologies used to bring this game to life.

When starting the development of this title back in 2003 it was a clear move to go for an external physics-middleware. After programming our own snowboard-physics for the freeware games in this series we learned about the disadvantages of faking the physical behaviour. The outcome was a feeling like boarding on rails without much variation between different runs. So the decision was made before starting the actual development. After some evaluating we finally decided to go for AGEIA's physics-SDK (called Novodex back then). Let me now tell you about some of the more interesting physical-features this game offers:

Dynamic physical gameplay

This game-title utilizes AGEIA's physics middleware software to simulate the snowboard-terrain interaction. Getting a behaviour similar the sliding/friction of a real snowboard was quite a tricky task but the results allow for some precise steering while offering lots of variation making this game perfectly for fans of competitive-gameplay.

Physically-simulated ragdolls
Having a ragdoll for animation of characters is nothing particulary new, but having a ragdoll blended seamless into gameplay is something we are quite proud of. This can be best seen when bailing after a hard crash and having the possibility to recover and continue riding. Imagine the rider rolling down the mountain and when landing on the board, the run continues seamlessly.

Interactive foliage-effects
When colliding with trees or bushes, each branch of the tree reacts realistically on the rider/board contact.


Universal collision-detection
This feature enables to get very exact collison-responses btw. physicall-represented objects. So good-bye to the times where collision responses were based on abstract spheres or boxes representing the collission-hulls of objects.


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Fracturing Objects
Below's screenshot demonstrate an ice-arch breaking into 800 small objects when colliding with the rider. Each of this objects is calculated physicall-correct and even interacts with other objects upcon colliding ( like doing damage to the rider..)



Physics accelerator support
Recently buzzwords like hardware-accelerated physics or PhysX by AGEIA became quite popular among gamers.

Let us show what new kinds of gameplay can be achieved by utilizing the capapbilities of a PhysX-card (available since this year).

Some background information on SLUFF
Avalanche professionals call a bunch of loose snow sliding down a mountain “sluff”. This sluff-avalanches can be deadly and this fact also is a reality for this snowboard game.


See how the rider triggers such a sluff-avalanche. Its important to know that like in real-life it can be deadly when the rider gets in touch with the avalanche. So this rider decides for a route around this boulders to tactically outrun the avalanche.

Look how this sluff flows around the boulders in a very realistic way, which only gets possible due to the power of the PPU-card.

We think new gameplay like this is pretty exciting and demonstrates what can be done when having enough processing-power available for physics-calculations.

In this particular situation a whole new level of gameplay in terms of a tactical component gets possible offering gamers a new experience.

That's it for this week's developer diary. See you around soon on the slopes of virtual-Alaska!

Legal disclaimer: © 2006 BONGFISH All rights reserved