Working Title - Vidorra Racing
- AI and physics testing with our crash test dummies!
Looking really good. The physics seem on point.
Currently working on item pick up logic… more updates to follow…
I’ve had several messages asking about how the AI make their lap route decision. It’s quite simple, they’re just offered a choice of waypoints and pick one at random.
It’d be cool if you weighted each way point based on players distance ahead or behind and then switched cars (based on cars performance metric, that correlates to the weight number of waypoint)
I like that idea and it’s something I was considering… for example, an AI that’s in 1st place would be less likely to take the short cut… or if the actual player isn’t doing so well… the AI will give them a chance (less likely to take a short cut).
Update:
Race logic update, physics improvements, wheel boost charge concept and race over cameras…
This looks really cool! Looking forward to more!
Very nice, you decided to enhance AI with weights! It looks great.
I’m really digging the turning physics and the music in this game. Are you the developer of music?
Yes, music done by me, although it’s likely to change/have updates as the project progresses…
It’s looking pretty cool, the AI seem a bit off though. They line up right behind each other on the straits and on the corners kinda disperse. Perhaps not having them line up on the straits as much, also maybe having them turn too much and have to compensate would also look a bit realistic. Anyways good job!
Thanks for your feedback.
I’ve tweaked the AI and also added some physics improvements, plus jumping and boosting.
This looks really great. Did you roll your own physics or use a package?
I created my own physics system… it’s not 100% there yet and will need more tweaking until I’m totally happy with it.