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A chill driving game with procedurally generate scenic landscapes

slowroads.io

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Re: A chill driving game with procedurally generate scenic landscapes

#12
Really neat! My only complaint is that the handling is very sluggish. Also it might be nice to have a first-person vew, maybe the camera view contributes to the sluggish feeling.

I love the procedurally-generated landscapes. It really captures the feeling of driving on unfamiliar roads.

I'm curious how the physics works. Is this using raycast wheels? A couple of years ago I made a racing game for Oculus Quest using Godot[0], based on Godot's "VehicleBody", and getting the physics to work satisfactorily was a major headache. But a procedural world would have made it so much cooler.

[0] https://sidequestvr.com/app/1403/ghost-racing-vr-wip

Re: A chill driving game with procedurally generate scenic landscapes

#13

Really neat! My only complaint is that the handling is very sluggish. Also it might be nice to have a first-person vew, maybe the camera view contributes to the sluggish feeling. I love the procedurally-generated landscapes. It really captures the feeling of driving on unfamiliar roads. I'm curious how the physics works. Is this using raycast wheels? A couple of years ago I made a racing game for Oculus Quest using G…

press c

[0] https://www.youtube.com/watch?v=rLB6rP3KHcc

Re: A chill driving game with procedurally generate scenic landscapes

#14
post #13

Really neat! My only complaint is that the handling is very sluggish. Also it might be nice to have a first-person vew, maybe the camera view contributes to the sluggish feeling. I love the procedurally-generated landscapes. It really captures the feeling of driving on unfamiliar roads. I'm curious how the physics works. Is this using raycast wheels? A couple of years ago I made a racing game for Oculus Quest using G…

press c [0] https://www.youtube.com/watch?v=rLB6rP3KHcc

Nice, thanks.

Re: A chill driving game with procedurally generate scenic landscapes

#16
Great idea, but landscape is not very realistic, I'm driving next to sea or huge lake going uphill, then driving further away from sea, all the time going uphill and after some time I'm back at coast at same elevation where I started while going all the time uphill and NEVER going downhill.

Also why is autodrive driving in the middle of the road and not in the correct lane?

Re: A chill driving game with procedurally generate scenic landscapes

#18
post #5

Wow, I didn't expect I will like this as much as I did. This is a really neat idea and could probably be turned into an actual product. If the author added some more content (like some landmarks sprinkled on the landscape every now and then, possibly some varied terrain eg. bridges over rivers, cities/villages, windmills, dams, maybe some simple wildlife, etc.) and released it on PS4/PS5 for few bucks I can imagine i…

It actually does generate bridges over bodies of water. If the road goes over a lake/river, it creates a simple bridge over it. I'm not sure if there are other bridge types I'm not sure I want cities but I agree with adding a few villages and landmarks

If we're putting in requests, my two would be a forest setting (would allow the Autumn option to be more colorful - particularly with some Aspen) and a Mountain/steep valley option.

And yes, please advise when it's available for sale :-)

Re: A chill driving game with procedurally generate scenic landscapes

#20
post #10

This would be great for Rally racing games, since it's all about reacting to unknown terrain. Also, it would be better if mouse steering is damping impulse based, i.e. every frame the steering position exponentially decays, mouse position resets to center and the change is added as impulse on the steering position. sensitivity = max_ang / ( screenwidth/2 ) decay_rate = 6.0 frame(dt){ dx = mouse.x - center_pos mouse.r…

Thanks! I'll give that a go and at least add it as an optional alternative, if not the default :)
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