Live data from Hacker News

A chill driving game with procedurally generate scenic landscapes

slowroads.io

71–80 of 202 posts

Re: A chill driving game with procedurally generate scenic landscapes

#71
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…

Your description is that steering decays then has mouse impulse added, which makes sense to me. But the code decays the steering after adding the delta-X. Is there a reason for that?

As the discrete impulse is meant to approximate average derivative, applying decay after the impulse ensures that the value is always attenuated by decay (low frame rate underestimate the ground truth impulse, whereas the converse overestimates at low framerate).

Re: A chill driving game with procedurally generate scenic landscapes

#72
post #70

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…

>"Really neat! My only complaint is that the handling is very sluggish" 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.

I'm not saying it's not fluid. If anything it's too fluid! It's difficult to drive fast because the car takes so long to react to your inputs.

Re: A chill driving game with procedurally generate scenic landscapes

#73
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…

The beauty of that project is not because it is a product

It is the fact that it is freely available for everyone to experience it thought your browser

Racing games? there are a shit ton on steam/ps/xbox/switch/mobile

Money people are very annoying

Re: A chill driving game with procedurally generate scenic landscapes

#76

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…

> maybe the camera view contributes to the sluggish feeling.

Can confirm. I was physics lead on a console driving game, and we discovered to our surprise that the camera is a critical piece of making sure the physics actually feels like physics, and that it’s quite difficult to get the camera right. The camera can make real physics feel sluggish, cartoony, or just wrong, and a great camera can make fake physics feel real. We humans are pretty sensitive to subtle motions.

Making physics feel right is also about lots of other cues too though (cues which aren’t here in this game). Sound and effects and even sometimes tactile feedback are also needed to complete the illusion. Sometimes real physics is surprisingly sluggish, and we don’t notice how slowly momentum changes until we take away the sounds and bumps and dust and skid marks.

Re: A chill driving game with procedurally generate scenic landscapes

#77
post #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?

s/handable/handleable/ ... note to self: write out the words in your head correctly :-/

Re: A chill driving game with procedurally generate scenic landscapes

#78
Kudos to the developer! I'm a huge fan of open world driving sims (Forza Horizon series) and find the endless roads (and the long races) a great way to unwind. Knowing the roads is one thing, but add in changing weather conditions and general road traffic, each corner can be different each time you go round. Certainly keeps me on my toes!

Re: A chill driving game with procedurally generate scenic landscapes

#79
post #59
post #54

The only correct play is to drive forward a few hundred yards, do a u-turn and drive back past where you started. Very entertaining. Especially when you fall off into the ocean and earn an achievement.

I turned right, drove up the hill in the woods, down to a lake, kept going on the bottom of the lake and arrived to The Edge. Nices views from the top of the hills.

One of the vehicle options needs to be a Lotus, and it should convert into a submarine when you hit the water.
Post reply on HN