Wednesday, October 28, 2009 at 7:51 PM |  
Track node editor has finally been completed with ability to define checkpoints for race route. I did a real world test with our first level and successfully defined the whole track without any issues. :D Yay! It's a bit cumbersome to use though since we don't have a proper UI. Our level editor as of now truly requires a pro. lol.

Anyways, for some eye candy shot to please our fans, here it is :D
Posted by Lf3T-Hn4D

5 comments:

Dan said...

are the tracks in any way changeable? Like events that you can set off, or destructing things, etc?

October 30, 2009 at 3:48 AM  
Lf3T-Hn4D said...

Yes, :) Tracks are designed in a graph manner. So we can turn on/off track segments/nodes. Which would automatically deal with finding the right path to the next checkpoint. (Useful for re-spawning in the right direction and for AI)

In fact, the system allows dynamic construction and moving of the track nodes. So in theory, it can do almost anything. The track node editor actually uses the track node system itself. So it's proof enough that it works. :P

October 30, 2009 at 4:29 AM  
Lf3T-Hn4D said...

Oh.. on the side note, I added functionality to get length of the whole track base on check point list.

This level turn out to be about 10.3km long. If you take our last video run on the track which is about 2:53 min, you'll get the average speed our craft is traveling. I don't have the exact value with me now, but from memory it was about 220km/h. Adding on to that I did a quick hack to see the speed the craft is going, top speed achieved was about ~325km/h. That's pretty much comparable to F1 I think. :) We could probably make it faster though I doubt the practicability of faster speed since it's already hard enough to control as is.

October 30, 2009 at 4:38 AM  
Mirko said...

I hope you are able to use ogitor the next time you need an editor. ;-)

GOod work

November 22, 2009 at 3:06 AM  
Lf3T-Hn4D said...

@Mirko: Ogitor is a nice tool. However, we prefer to stick to our own even in the future for the sake of a more specific solution geared towards our game. We have many in-house specific stuffs like how we do rendering, scene/entity management and resource management. Hence the cool and awesome Ogitor editor does not suite our needs. Nevertheless, it's a good tool in it's own rights and deserves praise. Just unfortunately not for us. ;)

November 22, 2009 at 6:58 AM  

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