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A chill driving game with procedurally generate scenic landscapes

slowroads.io

41–50 of 202 posts

Re: A chill driving game with procedurally generate scenic landscapes

#44
post #26
post #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?

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 could verify that the Y value looks correct? Autodrive is in the middle of the road because it was much easier to implement. I'll see if I can get around to letting you choose a more legal lane-follow option.

I think what happened is that some people perceive they go upwards even when going flat. I discovered that after I once tried to stop at the top of a hill but already was beyond the top because the car started to roll down by itself. Perhaps you could adjust some angles of view?

Re: A chill driving game with procedurally generate scenic landscapes

#45
post #43

Nice, looking great. Roadster feels like a super heavy electric car though :D Controller support would be great. Or I wonder if there is already some way to map the controller inputs? Browser extension maybe

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. Thanks!

Re: A chill driving game with procedurally generate scenic landscapes

#47

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…

The author did a little write up here: https://anslo.medium.com/slow-roads-tl-dr-a664ac6bce40 By the sounds of it they’re doing a very simple sim with raycast wheels and not using a rigidbody physics engine.

Interesting that they generated terrain first and then tried to fit the road onto it (with the headaches involved, like getting stuck on peninsulas) and not generated road first and then surrounded it by terrain!

Re: A chill driving game with procedurally generate scenic landscapes

#48
post #47

Earlier quoted context omitted.

The author did a little write up here: https://anslo.medium.com/slow-roads-tl-dr-a664ac6bce40 By the sounds of it they’re doing a very simple sim with raycast wheels and not using a rigidbody physics engine.

Interesting that they generated terrain first and then tried to fit the road onto it (with the headaches involved, like getting stuck on peninsulas) and not generated road first and then surrounded it by terrain!

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 I still think it was the right choice.

Re: A chill driving game with procedurally generate scenic landscapes

#49

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.

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

Re: A chill driving game with procedurally generate scenic landscapes

#50
post #44
post #26

Earlier quoted context omitted.

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 could verify that the Y value looks correct? Autodrive is in the middle of the road because it was much easier to implement. I'll see if I can get around to letting you choose a more legal lane-follow option.

I think what happened is that some people perceive they go upwards even when going flat. I discovered that after I once tried to stop at the top of a hill but already was beyond the top because the car started to roll down by itself. Perhaps you could adjust some angles of view?

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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