Gaming Your Way

May contain nuts.

The world in words and pictures

My calendar icon tells me it's Monday  - and July already. This means I've not only missed the start of the summer, but also don't know what happened during the last six month.

All I know is that I started to work on a small scale semi top-down racing game that should be finished in "not more than 3 weeks solid work".

Ha!.

Anyway, the blog needs writing and images.

I've added a new car (see image), coded parts of the backend (for storing tracks "in the cloud" - just to use a buzzword) and a lot less bugs than on my last post. All tiles have been redone, as I needed to split the floor (road) and side (rails) colliders and even a few deco tiles have been added to the editor.

"Right away Michael."

"Look, it's a tree"

What I don't have is solid physics and a working AI. The first is a matter of bending the rules to my favour - which slightly collide with the rules the physics engine believes in. The latter results in parts on the first problem and my stupid idea to control the AI cars using the same principles as the player car, read instead of telling the car to "drive at speed Y" or "turn left X°" I simulate the controller as if a human would be playing. Of course I have a stupid (but perfectly valid) reason for that - playing back things.
Right now I'm brewing a nice mix of waypoint driving, raycasts and player data and it nearly works the way it should, well it works the way it should, but at times it fucks up due to "unforseen" events. 

I'd love to write some more, but just as the weather became fine, there are deadlines to meet ...

 

nGFX

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