Current Progress (Project “Oakroot”)

Gameplay wise the game is almost complete. Atleast the functionality necessary to be able to call it a game.
You can play it through and win etc. etc.

Last week I have been implementing:

Split screen. 1 - 4 players work.
Basic functional HUD -The text is offsetted wrong but that is low prio to fix.
Checkpoints and their function. -Missing the mandatory checkpoint time difference which is in everyother racing game.
Basic menues, and a result screen. -No comment :)

It is not pretty but it works. If I get time (which I doubt) I will fix the estetic part of the game.

Hopefully I can return to my graphics/shader programming duty now and keep doing that until end of the project.

Also solved a problem with multiple rendertargets and viewports.

Next up:
-Fixing the performance of the fullscreen glow. Not nice doing 4x glow every frame.
-Adding particles.
-Random crunch.

//Til next time.

Random textures!

Random textures are finally implemented in game and the results are quite promising. The next task at hand is to make all levels playable by making sure the track never intersects itself. Daniel is hard at work with gameplay at the moment and I will be responsible for creating “boost pads” somewhat randomly placed along the track that will give the player extra “boost” that can be used for a dramatic increas in speed.

Here are a few examples of the randomly textured levels.
randomtrack1.jpg
randomtrack2.jpg
randomtrack3.jpg

Fuzzy logic in Excel

I’m not sure where the thin line between brilliance and insanity goes but I’m pretty sure that test programming fuzzy logic in Microsoft Excel falls under the later one.
But I don’t care what you or the men in white say, what’s done is done I don’t regret it because it worked out great!

excel.png

The fuzzy logic will be used to help the AI drivers to decide how to behave based on the situation.
The different behaviors are given a value between 1(bad) and 0(good) based on the three different fuzzy parameters closest to them in the colored wheel…I realize now that it’s way to complicated to explain so I won’t try.

Over and out!

Worley (Cellular) Noise!

I finally got around to making som noise…
The basic implementation of Worley noise is done. What’s left are some optimizations and normal generation.
Another feature I plan to add is the ability to choose different methods for calculating distance. This would allow other kinds of patterns souch as rectangular cells and other interesting effects.

This is the basic F1 function:
worleynoisef0.jpg
And this is a more advanced F2 - F1 function:
worleynoisef1-f0.jpg
And here is an example of alternative distance calculation:
worleynoisef0square.jpg

Fixed normal mapping and… something in the sky?

It turns out the normal mapping wasn’t working properly but thats fixed now. Also, there’s something in the sky!

normalmapfix.jpg

 

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