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    WIP 3D racing game

    Work In Progress
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    • vincent2105
      vincent2105 last edited by

      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 !

      1 Reply Last reply Reply Quote 5
      • Jaywalker
        Jaywalker Donator @vincent2105 last edited by

        @vincent2105 interesting. I think if one would do 4 raycasts for each wheel, you could also make a little physics engine :O

        vincent2105 1 Reply Last reply Reply Quote 1
        • vincent2105
          vincent2105 @Jaywalker last edited by vincent2105

          @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.

          1 Reply Last reply Reply Quote 2
          • vincent2105
            vincent2105 last edited by vincent2105

            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.

            Ben 2.0 1 Reply Last reply Reply Quote 5
            • Ben 2.0
              Ben 2.0 @vincent2105 last edited by

              @vincent2105 Some plan is better than no plan! But in all seriousness this is sounding like quite a fun project.

              vincent2105 1 Reply Last reply Reply Quote 1
              • vincent2105
                vincent2105 @Ben 2.0 last edited by

                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.

                1 Reply Last reply Reply Quote 0
                • vincent2105
                  vincent2105 last edited by vincent2105

                  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.

                  1 Reply Last reply Reply Quote 3
                  • vincent2105
                    vincent2105 last edited by

                    I made a bit of progress tonight on slopes... I'm using very basic shapes for the terrain. (cube, wedge). It's a bit of a mess, but I now have an important routine for me. Objects are positioned in height according to the terrain on which they are.

                    vincent2105 1 Reply Last reply Reply Quote 4
                    • vincent2105
                      vincent2105 @vincent2105 last edited by

                      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...

                      alt text

                      1 Reply Last reply Reply Quote 3
                      • vincent2105
                        vincent2105 last edited by

                        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.

                        1 Reply Last reply Reply Quote 4
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