Very nice, very nice indeed.  JigLib or hand coded physics?

The near field clipping (give that a try if not done already), try altering
the camera zoom and focus to see if it helps, I've run into a few scenarios
where it doesn't help at all, bar increasing the number of segments on a
primitive and I think it was quarter faces or something but impacted
performance.

Gravity inertia would be really cool, slide down walls when not at speed
enough to keep it up there.

Slight camera facing orientation depending on the direction the car
direction added to track path would gives a nice feel, too much though and
it spoils it.

My home machine never goes below 20fps but it's a beast, I will give it a
run on my heap of junk in work on monday for you, but that thing has a
latency on the power button lol.

Love the jumping in air from corners :) cool.

It seems to over steer and I end up going the wrong way when turning at high
speed, but could be a feature ;)

I would think of features done in starfox (N64), road blasters, old school
games which could go in there. Drive through sprite2D/3D objects to collect
things / dodge shouldn't impact cpu too much.

Love the go faster stripe!

Very nice work.

D







I have noticed the same problem in a few scenarios with the clipping,

On 23 July 2010 23:32, Shawn <[email protected]> wrote:

> I wanted to post a test of my driving game (done in AWay3DLite) for
> feedback, and to ask a few questions:
>
> http://moosemouse.com/driving_game_test_003.html
>
> I am at the point where I need to start making decisions on where I
> spend my processing power. The most glaring problem I have right now
> is the track's near plane/ frustum camera clipping. I have read
> through tons of posts on about this problem on the forum, and have yet
> to find a solution for lite other than increasing the resolution of
> the track. I REALLY don't want to spend my processing power on this
> solution if there is a more elegant way to do this. It seems like the
> faces decide not to render if they are half way out of view.. I would
> like them to render until they are fully out of view. It seems like
> there should be something similar to "sortType" for this, but I can't
> find it. I have tried:
>
> 1. Adjusting the RectangleClipping values, which doesn't seem to help.
> 2. I have tried to use the frustum culling in the latest branch, but
> it doesn't appear to be working.
> Any other ideas?
>
> Also, I am considering making this a real time multiplayer game. For
> those in the know, is this too much to ask of a flash away3DLite
> driving game right now? I know this isn't strictly away3D related, so
> please reply privately if you think it is more appropriate.
>
> Other than that, please let me know your feed back at this point. Does
> it appear to work well on slow computers? Is it.. fun? Does the
> sliding/drifting feel at all real? Any other thoughts? Again, please
> reply privately if more appropriate to this list.
>
> Thanks!
> Shawn
> [email protected]

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