A chill driving game with procedurally generate scenic landscapes
141–150 of 202 posts
Re: A chill driving game with procedurally generate scenic landscapes
#142Earlier quoted context omitted.
A typical single lane road in the UK under national speed limits (60mph) have dashes that look like these - if not opposite (longer lines with shorter gaps) Based on some other road details, like the barriers, bollards and road signs, I'd say it was modelled fairly realistically on UK roads. https://maps.app.goo.gl/r2ZfKdv9eVUPm4H89
Bingo - the dash spacing is still wrong, but it's based on the roads you might find around the Peak District (Cat and Fiddle, Snake Pass, etc.). I didn't reckon many people would mind the line spacing, but it'd be an easy fix
Re: A chill driving game with procedurally generate scenic landscapes
#143Re: A chill driving game with procedurally generate scenic landscapes
#144Earlier quoted context omitted.
Sure, but if the title of the site is "slow roads" and it's billed as "slow and chill", then careening down a road with half your car in the oncoming traffic lane at 80 miles an hour by default is not a good default. It's a bit like a "ambient study music" site that plays darkstep with flashing lights when you press "just play me something to study to" =)
Ha, true. I'll see to making it a little less reckless, and probably give a setting to have it follow a lane, if it isn't too difficult. The idea of a "slow road" is more about taking the scenic route - back roads like these tend to have some of the highest speed limits, at least in the UK.
No going 115+ in a blind corner over a road that will launch you off the side of a mountain if you steer poorly =D
Re: A chill driving game with procedurally generate scenic landscapes
#145A 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
#146Re: A chill driving game with procedurally generate scenic landscapes
#147Re: A chill driving game with procedurally generate scenic landscapes
#148Re: A chill driving game with procedurally generate scenic landscapes
#149When I was in high school I read about perlin noise landscape generation technique in a random blog post. I shared the technique with a friend and he was very excited. A week later he presented a program which rendered Minecraft-style landscapes in ortho projection. A few more weeks passed and he added 3D perspective (using alien tech called "projection matrices"), water reflections, grass and day-night cycle animation with shadows from Sun and stars. All this using Pascal and some primitive bundled-in 2D graphics lib.
Another related high school memory is Audiosurf game, where the road and environment are generated using an algorithm based on music tempo. What if we replace this algo with a modern generative model? Probably literally a bad trip.
Re: A chill driving game with procedurally generate scenic landscapes
#150I really enjoyed these settings: - 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!
Which, really -- turning this into a screensaver for mac/pc that skipped the sound and slowly/gently cycled through days and seasons would actually be really nice! At least on my M1 MacBook Air it seems to be pretty low CPU usage.