Hi.

Working for a few weekends on a simple racer game now. Im sick of zombies atm... laugh
Iam a big need for speed hot pursuit fan and try to get the feeling of those games, starting from scratch.
[Linked Image]
Framerate is locked to 60 (renders very fast).

For testing i use the hot pursuit tracks. It's very funny to prog on such great models.
[Linked Image]

The cars use invisible, simple models for collision. The visible mesh is adjusted to the slope of the ground surface,
moved on hits etc. Its position is always smoothed to the invisible GLIDE-collision entity. Tires and exhaust are
single models. If the car is in the air, wheels are moved up and down (springs).
[Linked Image]

Extreme test:
[Linked Image]
Each car can have unique values like speed, steer speed, grip, tire size, tire roll, NOS, turbo, spring size.......
Car models and values are stored in a struct.

The intern path system did not work for me so i came up with my own system. It came along very well i have to say.
Nodes are dynamic, can be moved and edited in realtime while entities using the path.
Node infos: current nr, next nr, radius, value1, value2, value3, value4.
I made a nice little editor for the new path system:
[Linked Image]
https://youtu.be/62amlng-ciY




WIP - enjoy laugh

https://youtu.be/ax9g1cV8JMA



Greets!

Last edited by rayp; 1 hour ago.

Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
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