Car selection:
Use the left and right arrows keys to select your car
Arrows key:
Up - Accel
Down - Brake
Right and left - Steering
Space bar - HandBrake
A - Shift Up
Z - Shift Down
X - Turn on/off RoadCameras
C - Change Camera Current Car
V - Change camera View (Hood, bumper, cockpit, etc.)
E - Enable/Disable Stability Control
T - Enable/Disable Traction Control
H - Enable/Disable Steer Help
B - Enable/Disable ABS
Well actually, I’m planning to do that exactly while continue to work on the game. But currently It’s still WIP, there are some details I’m working on.
Ah no drop shadows under the cars? Not even a simple projector with a shadow texture? Everything looks very promising from here…was wondering what was going on with the brake lights jittering so much with some cars in some turns, etc? They fire rapidly on and off. Other than that the AI move through turns very smoothly.
Thanks for your comment. About the shadows, right now I’m more on th AI itself and I would be in the near future getting the Unity Pro, and let it handle the shadows, but you are right!
About the tail lights, i definitly have to work around that, it happens because of the calculations made to determine when to hit the breaks, when the “speed limit” calculated is very similar to the car speed is when it occurs, maybe i should implement a lerp function or smooth… mmmm something else to work on!!
Adding projector prefab with blurred car shadow should be max 5 min operation per car even with creation of texture… it’s not required but faking AO [by projected shadow] always help to “sit” object on ground and adding depth to scene.
About car lights, brake lights usualy kick in after car starts braking so you can store information about this in decreasing variable and adding to this var only vhen you brake. Then evaluate if it is above treshold fo lights to stay on. If not trn them off.
As for front lights flare. cache active cam position and with shortening distance increase flare intensity… If beyond certain distance turn it off completly.
You can also add exhaust flame and link it to moment of changing gears. But only subtle and for very short time.
Oh, I forgot to mention, flames are already implemented but not necessary when shifting gears, it occurs when rev’s are really up and you let go the gas pedal. Trying to imitate the high pressure of the engine, that results in small spit of fire.
Maybe you can make it more pronounced on ground… Projector should support fallof ramp trough which you control intensity of shadow depending on box volume. As an advanced technique you can render out shadow matrix to texture and change offset of material according to closest angle position… Combined with autoaligning of projector it can create nearly authentic shadow like real shadow from Pro
Thanks cupsster, i’ll try that one out, but I need to upgrade first to current unity release, with the version I have i got a lot more drawcalls from those blob shadows, they are like 10x more!
just have a look at the angry bot demo shipping with unity in order to get less draw calls when using blob shadows: they added an extra plane on which the shadow gets projected.
if you just assign a projector, anything that could be effected has to be rendered twice – as far as i know.