rec.autos.simulators

Software that you might need (programmers with too much time on their hands...)

Cong

Software that you might need (programmers with too much time on their hands...)

by Cong » Tue, 01 Oct 2002 16:03:49

An easy to use database that would let you catalogue and sort addon files
and would remove the read only attribute when pulled from a CD


> On Sun, 29 Sep 2002 12:49:43 GMT, "Don Burnette"

> >Lol, get ready to push some teddy bears though.

> And feed the cat.


> >> Call the West Brothers.  Maybe you could help them finish a game.

> >> Todd



> >>> I've got a group of programmer buddies, and due to the downturn in
> >>> the high tech economy, we've got a little too much time on our
> >>> hands...

> Ruud van Gaal
> Free car sim: http://www.racesimcentral.net/
> Pencil art  : http://www.racesimcentral.net/

Joe6

Software that you might need (programmers with too much time on their hands...)

by Joe6 » Mon, 07 Oct 2002 04:28:50


>So, there is all kinds of software already on the market, but we have
>no idea what kind of software might exist -- or might be useful -- for
>drivers and car lovers.  If you could have some kind of software,
>something that doesn't exist yet, what would contribute to your life
>as an auto afficianado?  

More than any other one feature, the thing I would love to see is the
ability to easily edit and create tracks. If a sim (or arcade racer)
came with an end-user track editor, I would buy it in a heartbeat.

There is a tremendous opportunity here to create an endlessly playable
game.

Joe62

Joe6

Software that you might need (programmers with too much time on their hands...)

by Joe6 » Mon, 07 Oct 2002 04:34:47


It could be much simpler than that, without sacrificing flexibility.
We're working on a driving game, and have created a set of modular
pre-textured track pieces. They include pieces like "pie wedges",
intersections, lane openings/closures, etc., so it's incredibly
flexible. You can make any track you can imagine.

Currently it's not an "end user" tool; it requires 3D editing skills,
and you have to "bake" the AI data into the road manually so that cars
know where the road is. But this kind of technology could be developed
into something as easy to use as Rollercoaster Tycoon's coaster
editor.

Joe62

Krunc

Software that you might need (programmers with too much time on their hands...)

by Krunc » Mon, 07 Oct 2002 19:46:16



> >I'd love to have a slab of virtual clay that I can push, prod, scrape and
> >work into terrain. Then I could zoom in and and tweak to my heart's
content.
> >I could paint the textures on and drop objects on to it.

> It could be much simpler than that, without sacrificing flexibility.
> We're working on a driving game, and have created a set of modular
> pre-textured track pieces. They include pieces like "pie wedges",
> intersections, lane openings/closures, etc., so it's incredibly
> flexible. You can make any track you can imagine.

Now this is what I like to hear. It sounds excellent. How are you handling
the lofting of terrain though?

Sounds very promising. Can't wait to see your game. Still, I'd like to see
something that is game independant with plugins to export to your chosen
game engine.

Krunch.
__________________________________

- Sometimes known as 'Blister'
- Sometimes known as 'FanBlade'

www.krunchspace.com
for sim racing and other *** stuff

"Crashing is the only thing that Windows does fast"

To use email address remove NOJUNK
__________________________________

Joe6

Software that you might need (programmers with too much time on their hands...)

by Joe6 » Thu, 10 Oct 2002 14:12:28


We have a center-line on the road, and it pulls up the two adjacent
pieces. Using mderately advanced 3D editing skills you can make any
shape hill or bank.

In the short term a product like a "Racing Contrustion Set" that
include custom editing is probably more practical.

Joe62


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