A chill driving game with procedurally generate scenic landscapes
11–20 of 202 posts
Re: A chill driving game with procedurally generate scenic landscapes
#12I 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.
Re: A chill driving game with procedurally generate scenic landscapes
#13Really 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…
Re: A chill driving game with procedurally generate scenic landscapes
#14Really 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
#15Great work!
Re: A chill driving game with procedurally generate scenic landscapes
#16Also 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
#17It would be nice if autodrive was on to start so that those on mobile could see it in action, even if control is currently not possible.
Re: A chill driving game with procedurally generate scenic landscapes
#18Wow, 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
And yes, please advise when it's available for sale :-)
Re: A chill driving game with procedurally generate scenic landscapes
#19Re: A chill driving game with procedurally generate scenic landscapes
#20This 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…