looks awesome! haha i was thinking of trying to do something like rad racer in unity because i thought it might be simple... not so sure now - anyway game looks really cool
Very cool man. I'm developing something similar for my monograph on computer graphics, but I have some doubts about how to generate the asphalt. It would be of great help if you could teach us how to do it, without necessarily showing the code. With a video or a pseudo code. Yours sincerely.
Thank you! There are probably many ways to do it. In my case it's an actual 3d mesh that constantly keeps updating to make it look like it has corners and hills. It's pretty complicated, but the concept is as follows: it starts with a list with objects. Each object stores information about 1 meter of road: width, direction, hill,... relative to the previous one. A game object uses this list to create 170 pieces of road. When a piece gets behind you, it gets destroyed and a new one comes in at front. Those pieces can move horizontally to give the illusion of turning the camera. 12 years ago I started with a completely different idea, which worked as well. I suggest you try out yours and see if it works!
Update: the hard drive containing the game failed yesterday. Retrieving the data is going to cost about €1000, which is a lot of money for me. If you would like to see the game finished someday, feel free to donate at the link below. Every cent counts! If 500 people donate €1, I'm halfway there. www.paypal.com/donate/?business=KR33TQ2BRCNZC&no_recurring=1&item_name=Hard+drive+data+retrieval¤cy_code=EUR Luckily I've compiled a very recent build on a seperate disk, which I will upload soon, so everyone can play what I already have. It's compatible with an Xbox controller, or a keyboard.
For 2 dollars? 😆 I would ask a whole lot more, except for the images ofcourse. And you would regret it because my code is a mess and a mix of English and Dutch. You cannot actually buy the game. It's free, and you can donate if you want.
I wished I had time for this. I'm not showing the code itself because I'd like to sell the game someday xD What I would like to do though is giving everyone the opportunity to create their own track.
Source code is pretty much written in my native language (Dutch). And it's a mess xD The way I did it: every meter of road is a game object. It's created from another object which stores information, like the curvation and the incline for that piece of road. Everytime you drive 1 meter, a new piece of road is created after the last one with the information from the next object from the list. Yes, it's complicated. At this moment, the rendering of the road isn't done by each seperate piece of road, because it took a huge performance impact. So a single dedicated mesh is now responsible for rendering the road.
@@federicogrenoville5733 Yes, it's a single plane. Well, there are 170 road objects at the same time, stored in a list, constantly adding a new one at front and removing one behind the player when driving forward. That means 170 meters of road is visible. Knowing that, I can calculate the amount of vertices the single road mesh should have. Each horizontal line of vertices is associated with a certain index of the road objects list. So the script of the mesh looks up the location of that particular road object and calculates the coordinates of the vertices of the mesh accordingly. The ground next to the road and the lines on the road are calculated in a similar fashion, but the lines are way more dynamic because there aren't always the same amount of lanes. So the amount of vertices has to be recalculated constantly.
looks awesome! haha i was thinking of trying to do something like rad racer in unity because i thought it might be simple... not so sure now - anyway game looks really cool
I guess it's easier to just make a 3D racing game. Lots of math and logic thinking!
Awesome, dude!
Thanks!
My ears.
Very cool man.
I'm developing something similar for my monograph on computer graphics, but I have some doubts about how to generate the asphalt.
It would be of great help if you could teach us how to do it, without necessarily showing the code. With a video or a pseudo code.
Yours sincerely.
Thank you!
There are probably many ways to do it. In my case it's an actual 3d mesh that constantly keeps updating to make it look like it has corners and hills.
It's pretty complicated, but the concept is as follows: it starts with a list with objects. Each object stores information about 1 meter of road: width, direction, hill,... relative to the previous one. A game object uses this list to create 170 pieces of road. When a piece gets behind you, it gets destroyed and a new one comes in at front. Those pieces can move horizontally to give the illusion of turning the camera.
12 years ago I started with a completely different idea, which worked as well. I suggest you try out yours and see if it works!
@@Sk1ds87 thank you!
Update: the hard drive containing the game failed yesterday. Retrieving the data is going to cost about €1000, which is a lot of money for me.
If you would like to see the game finished someday, feel free to donate at the link below. Every cent counts! If 500 people donate €1, I'm halfway there.
www.paypal.com/donate/?business=KR33TQ2BRCNZC&no_recurring=1&item_name=Hard+drive+data+retrieval¤cy_code=EUR
Luckily I've compiled a very recent build on a seperate disk, which I will upload soon, so everyone can play what I already have. It's compatible with an Xbox controller, or a keyboard.
Are you saying if we buy the 'Turbo Outrun Reimagined v0.2.9' we get the unity asset files?
For 2 dollars? 😆 I would ask a whole lot more, except for the images ofcourse. And you would regret it because my code is a mess and a mix of English and Dutch.
You cannot actually buy the game. It's free, and you can donate if you want.
@@Sk1ds87 Well how much would you ask for? There's a lot of ppl that would pay for that asset & I'm one of them.
sound orrible but cool! make powerdrift !
make the code available in git or send a video teaching, it was top!
I wished I had time for this. I'm not showing the code itself because I'd like to sell the game someday xD
What I would like to do though is giving everyone the opportunity to create their own track.
is there anyway to see the source code of the game? Would love to take a look at it!
Source code is pretty much written in my native language (Dutch). And it's a mess xD
The way I did it: every meter of road is a game object. It's created from another object which stores information, like the curvation and the incline for that piece of road. Everytime you drive 1 meter, a new piece of road is created after the last one with the information from the next object from the list. Yes, it's complicated.
At this moment, the rendering of the road isn't done by each seperate piece of road, because it took a huge performance impact. So a single dedicated mesh is now responsible for rendering the road.
@@Sk1ds87 nice job!! How did you modify the mesh? Road is made of a single quad only?
@@federicogrenoville5733 Yes, it's a single plane.
Well, there are 170 road objects at the same time, stored in a list, constantly adding a new one at front and removing one behind the player when driving forward. That means 170 meters of road is visible. Knowing that, I can calculate the amount of vertices the single road mesh should have.
Each horizontal line of vertices is associated with a certain index of the road objects list. So the script of the mesh looks up the location of that particular road object and calculates the coordinates of the vertices of the mesh accordingly.
The ground next to the road and the lines on the road are calculated in a similar fashion, but the lines are way more dynamic because there aren't always the same amount of lanes. So the amount of vertices has to be recalculated constantly.