Earlier quoted context omitted.
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 little mistier.
I don't mean fog, I mean just the fact that air is blue, so things get smoothly bluer with distance (or rather, more sky-colored). Check out any mountain landscape, nearby trees are green and distant ones are blue: https://live.staticflickr.com/1009/531101849_a7d297e0cc_b.jp...
A chill driving game with procedurally generate scenic landscapes
61–70 of 202 posts
Re: A chill driving game with procedurally generate scenic landscapes
#62- Autopilot on
- Using the motor bike
- Setting roads to "casual"
- Season to summer
- Cycle timer of 3 minutes
- Setting cruise control to max 120
- Hitting "c" until you get complete first person view
- View distance: Ultra
- Detail: Ultra
Very cool experience, sort of put me in a trance a bit.. and I can't quite put my finger on why!
Re: A chill driving game with procedurally generate scenic landscapes
#63Re: A chill driving game with procedurally generate scenic landscapes
#64Re: A chill driving game with procedurally generate scenic landscapes
#65Earlier 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?
Re: A chill driving game with procedurally generate scenic landscapes
#66This 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…
Re: A chill driving game with procedurally generate scenic landscapes
#67Re: A chill driving game with procedurally generate scenic landscapes
#68Nice, 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
A roadster would be a 2-seat convertible (no C-pillar), like a Mazda MX-5 (Miata) or a Porsche Boxster.
Re: A chill driving game with procedurally generate scenic landscapes
#69A small note: 80 miles an hour on windy roads, driving in the middle of the road, is not slow and chill. That's "I want to die" fast and reckless... maybe have two autodrive settings. "slow and chill" going appropriate speeds and driving correctly (left/right toggle?) and "landscape zoomies" or something for what it currently does. Right now auto pilot is literally stress inducing =D
Re: A chill driving game with procedurally generate scenic landscapes
#70Really 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…
I tried it on PC, laptop (both are Windows) and on Google Pixel 6 Pro. All are very fluid. But reaction on keypress I think has slight constant delay. Not sure what's the reason. Anyways I used it on auto drive and just stared for a while.