Lots of stuff done this week! — transparent dialog boxes, smoke/dust from cars, collision impacts — spent a lot of time crashing vehicles into walls and other vehicles in order to get collision forces working nicely. This was something that was very much incomplete in the Torque engine, which seems strange as the vehicle physics is very nice in other ways. I also did some work on the ghost car, whose location is an estimated position with its accuracy affected by the driver’s skill. Car handling is also affected a little by driver skill. Added surface properties for tyre friction (e.g. mud vs. tarmac) and bounciness (e.g. concrete vs. tyre walls). Added speech bubbles, races with lap counters, server-controlled countdown timer…
And we ran our first live test on Thursday! Thanks to Jim and Dan for helping out with this. Who knows guys, with some diligent practice maybe I won’t kick your asses so badly one day! …
…er… or something…
[This is an historical blog post which used to live on my Darkwind website]