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A chill driving game with procedurally generate scenic landscapes

slowroads.io

31–40 of 202 posts

Re: A chill driving game with procedurally generate scenic landscapes

#31
post #29

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…

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, progress them independently, and then resolve the chassis position from that. It's not terribly physically accurate but it gets the job done, and is pretty cheap!

Yeah these simple approaches are great and a bit of a lost art. Physics engines give a lot of flexibility and emergent behaviour but add a lot of complication when you want to constrain the madness. I wrote my own simple vehicle for our platform the other day which was a lot of fun:

https://dotbigbang.com/game/b0e8bf8b309b44a3b0abed8f9525e335...

Re: A chill driving game with procedurally generate scenic landscapes

#33
post #21
post #18

Earlier quoted context omitted.

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 :-)

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 twitter for updates. I'd like to keep it freely available if I can :) https://twitter.com/anslogen

Why not both? Have a free version and a paid version with more features/terrains/cars etc.

Re: A chill driving game with procedurally generate scenic landscapes

#36

I have RTX 3080 but fps is low. - Distance: Ultra - Render scale: 0.75 - Detail: Low Even if view distance is low, setting detail to med lowers the FPS.

You might have GPU acceleration turned off in your browser settings.

Re: A chill driving game with procedurally generate scenic landscapes

#37
post #28
post #20

Earlier quoted context omitted.

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

Oh, and I noticed that the tyres don't seem to respond to the steerangle changes immediately, instead it seems to slowly interpolate towards it. Not sure if it's cosmetic and does not represent the logical wheel state, but if it does then you might want to change it so that the steer-bar position directly sets the wheel angle, otherwise they'll end up being derivatives of derivatives making it extra sluggish.

bike doesnt lean

Re: A chill driving game with procedurally generate scenic landscapes

#38
Some time ago I added ABS, traction control and some torque vectoring to the Unity CarDemo ... that made the supercar surprisingly handable (is that a word?) even with acceleration levels increased to insane values. Especially with keyboard control (ie full tilt left or right) the car would not spin out in curves. Maybe you get a kick out of implementing some "electronic assists" for your car?

Re: A chill driving game with procedurally generate scenic landscapes

#40
post #22

Love it! If feel like you should lean into the landscapes, which are the biggest draw, by not penalizing driving off the road as much. Maybe dirt roads with some more floaty handling but not the speed penalty? Great work!

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 wouldn't be a bad idea to better support that :)

Some underwater features would be nice for people that likes to try silly things.

[Note: It was difficult to reach the water. Most of the time it has some protection, that makes it more realistic. But I finally found a part without protection :) . )

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