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A chill driving game with procedurally generate scenic landscapes

slowroads.io

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Re: A chill driving game with procedurally generate scenic landscapes

#201
post #152
post #76

Earlier quoted context omitted.

> 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…

> we discovered to our surprise that the camera is a critical piece of making sure the physics actually feels like physics This was my experience when I made Speed Haste, a 3D racing game back in 95. I spent a few nights banging my head against my car physics code, and being frustrated and tired, I switched to tuning camera code to clear my head. Voila! Car physics and handling felt completely different. As you say,…

Another reply by me, the best racing I have played are Need for Shift 1 and 2. With velocity based motion blur and an incredible camera.

Re: A chill driving game with procedurally generate scenic landscapes

#202
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…

CORRECTION: missed a divide-by-dt for the +=

corrected code should be

  sensitivity = userpref.sensitivity * max_ang / ( screenwidth/2 )
  decay_rate = 6.0

  frame(dt){
    dx = mouse.x - center_pos
    mouse.reset()
    steer_ang += sensitivity*dx/dt
    steer_ang.clamp(-max_ang,max_ang)
    steer_ang *= exp(-decay_rate * dt)
  }
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