Planning on getting something similar in physics to top gear rally, need for speed or test drive unlimited.
I am slightly hesitant to release some of the code just yet, but can paste lots of it.
Currently my game involves a single car moving throughout many kinds of worlds, static and dynamic.
The dynamic maps are pieced together as you drive, loading in front of you and disappearing behind you.
Here is a link to a video. It has an example of a ‘dynamic’ world.
I have a few things that I can’t seem to solve on my own:
- the camera that i wrote jumps back and forward at slightly lower framerates (no i am not using the chasecam)
- trying to overwrite the physics of the default physics class has caused some problems, anyway to bypass some of it entirely? (hoping to get a dev answer for this one…)
- a better way to do a minimap, because it currently looks at the whole scene graph.
- I have played this on 2 devices and couldn’t get all the skidmarks to work on one of them (the video is from that one)
If you actually want to see the source code, it is in github but as I spend 3 years on that F1 model, not too keen on opening it to the public (linked), so PM or whatever makes sense.
Thanks,
Murph9.