Viewing profile — anslo
anslo
HN member- Joined
- Sun, Oct 23, 2022, 12:15 PM UTC
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- 72
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- 22 items
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About anslo
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Recent public activity
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Comment #33315287
For now there's ?seed=myseed&topo=[easy|normal|hard] but I'll be adding more in future!
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Comment #33315257
Yes, and I'll be adding query params for for all other config options too
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Comment #33310170
Rookie error on my part, apologies - I was needlessly agonising over having to make string comparisons in my input controller. This week I'll be refactoring it to use a map, and be…
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Comment #33310014
Much appreciated! There isn't any reason it can't be freely available; it costs almost nothing to host. Development time is the true cost, so it's more a question of how much I'm a…
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Comment #33309982
And here's the trailer: https://www.youtube.com/watch?v=OZ8zH1CzKSM
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Comment #33309972
Bingo - the dash spacing is still wrong, but it's based on the roads you might find around the Peak District (Cat and Fiddle, Snake Pass, etc.). I didn't reckon many people would m…
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Comment #33309930
You're right - I spent a while looking for existing procedural driving games before I started, and seeing how disappointing the Dirt 4 implementation was was all the motive I neede…
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Comment #33309908
Ha, true. I'll see to making it a little less reckless, and probably give a setting to have it follow a lane, if it isn't too difficult. The idea of a "slow road" is more about tak…
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Comment #33309852
Thanks for the kind words! That screenshot looks like the tail-end of the road - the world despawns behind you as you drive, leaving behind this weird-looking trench. That isn't a …
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Comment #33308647
Interesting idea - I could try implementing this experimentally
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Comment #33307621
True, though in practice that's the way fog is applied in the shader. With the two-tone setup I can have a blue hue in the foreground transitioning into the hard white at the edge …
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Comment #33307342
I think you're probably right. The camera's pitch exactly matches the car's pitch, so I'll fiddle with having it maybe only take 50% from it.
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Comment #33307336
This has been an issue for a couple of people, yeah - I mention it in the FAQ but I'll probably make a more obvious warning when I detect a low FPS
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Comment #33307317
I figured that was the best way to get organic-feeling roads stitched seamlessly into a far-spanning environment. I also didn't recognise at the time just how hard it would be, but…
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Comment #33307161
I've heard it's mappable on a steam deck, but I don't know about others. Controller support is one of the most-requested features, so I'll be trying to work on it this coming week.…
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Comment #33306471
Physics are always a major headache - mine are pretty hacky and cut a lot of corners, such as ignoring trees or preventing the car from flipping. I only height-test the wheels, pro…
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Comment #33306424
That's interesting - the sea plane is set at a y position of 0 so I can't imagine how that could happen... You can press F3 to get a debug overlay showing your position, maybe you …
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Comment #33306406
There is a nice way to set fog to be two-tone - I'll play with that and see what I get. The default Summer mode has quite a distant fog, but the morning/evening weathers are a litt…
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Comment #33306400
It isn't intentional, that's just the physics of low friction on steep slopes. But you're right, nearly everyone starts by immediately seeing how far off-road they can drive, so it…
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Comment #33306386
The next location I add may well be a denser forest in the mountains - I'm picturing tunnels, fog, and snow at higher elevations. I don't plan to sell it, but you can follow my twi…
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Comment #33306371
Thanks! I'll give that a go and at least add it as an optional alternative, if not the default :)
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Comment #33306359
Neat, this is my project - thanks for sharing! For anyone interested, I have a brief overview post up on Medium while I work on a deeper technical write-up: https://anslo.medium.co…