WIP 3D racing game
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@vincent2105 Don't look at the whole wall to be built, just focus on one brick at a time :) Doesn't matter how far you get - what matters is you're doing something awesome!
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@vincent2105 your teaser creates some good vibes, please keep on the good work. Watching the trailer I had this song in my head: "Welcome to Miami - Bienvenido a Miami.." https://bit.ly/3MYf9OY
I know, the sound style is more for an intro 😉
And no pressure, its also fun to watch the work in progress. -
Wow, that looks amazing, can't wait to see more. Well done
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Thanks guys for your support! :) This evening I finally put aside the tilemap, I wanted to clear my mind and work on something else... So I looked into accelerations, brakings etc... There is plenty to do there too, but for a start, I think it already looks better !
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@vincent2105 interesting. I think if one would do 4 raycasts for each wheel, you could also make a little physics engine :O
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@jaywalker It's good that you mention it, I started modifying my camera too. I even think that 2 calls to rayCastObject() are enough. With a single call to rayCastObject(), and comparing the .y of the vector, with the .y of the vector at the previous frame, I can now calculate the inclination of the camera/car. I really want to limit the number of calls to this function because I will also have to manage the other competing cars.
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I think I finally found the solution for setting the altitude of each area...
With a tilemap of 240 x 240 tiles, it's very tedious... Rather than having total freedom, I'm going to delimit flat areas of 10x10 tiles which can thus have different altitudes... That gives me an array to complete of 576 elements, it's already better than 57600 !
I will add very large objects to create slopes and render all less linear.
It's clearer in my head now, but I imagine I'll still run into some unexpected issues. -
@vincent2105 Some plan is better than no plan! But in all seriousness this is sounding like quite a fun project.
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Thanks @ben-2-0 ! :) I can't wait to have some free time to set this up. In the evening after work and family life, I'm often too tired to immerse myself in it, like many of us probably.
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The level design of my game will be partly guided by the technical constraint: indeed, distant objects disappear...
I wonder if in a future update of fuze, we could adjust the distance from which objects would disappear. I imagine that a lot of tests have been done and the answer is no, so I will design my map without forgetting this constraint.
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I'm thinking about the last big problem before I can design the map. It's about the positioning and the management of collisions with very large objects... I have to minimize the number of collision tests which are very taxing. I've been thinking about it for a few days, but it's not perfectly clear yet. I can't wait to solve this problem... Designing the map will be a great reward for me... It's a bit of a carrot that keeps the donkey going...
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Ouch! motivation wanes :/ Although I found a suitable solution for setting up very large objects, I see a lot of work to be done before having a fun racing game... I imagine also using the engine for an adventure or space exploration game, even if it's even more work, but in fact I don't know... I'll wait for the motivation to come back.