rec.autos.simulators

Anyone working on a racing game "engine"?

Jo

Anyone working on a racing game "engine"?

by Jo » Fri, 10 Sep 1999 04:00:00

Does anyone know of any company that is working on a racing-game
engine that can be used to build racing games? Either arcade or
realistic?

It seems the racing genre is somewhat backwards in this area to date.
Action developers have had several options for years, but every racing
game must be programmed from scratch. Seems like such a waste of
effort (and a lost opportunity - is not Id one of the most successful
action *** companies?).

Joe McGinn
==========================================
Staff Writer for the Sports *** Network
http://www.racesimcentral.net/***.com/
==========================================

Steve Blankenshi

Anyone working on a racing game "engine"?

by Steve Blankenshi » Fri, 10 Sep 1999 04:00:00

While it's not for racing sims only, but the closest thing I know to such is
at:

 http://www.racesimcentral.net/

It's definitely worth a look.

Cheers,

Steve B.


John Bodi

Anyone working on a racing game "engine"?

by John Bodi » Fri, 10 Sep 1999 04:00:00

Joe,

I think a better analogy than Id would be Microsoft -- look at all the
different modules and variations (including civilian, militiary, and
sporting/racing) that are available for the Microsoft Flight Simulator
package.  Now THAT is what someone needs to do for the driving/racing genre.
Start with something basic -- maybe something along the lines of Papy's
"Drivers Ed" series, and make it expandable from the start.

Sim ***world has done something similar to this with ICR2 and N2, but it
would be nice to see something that was DESIGNED for people to create these
type of add-ons for.

Great idea, BTW!

- JB


>Does anyone know of any company that is working on a racing-game
>engine that can be used to build racing games? Either arcade or
>realistic?

>It seems the racing genre is somewhat backwards in this area to date.
>Action developers have had several options for years, but every racing
>game must be programmed from scratch. Seems like such a waste of
>effort (and a lost opportunity - is not Id one of the most successful
>action *** companies?).

>Joe McGinn
>==========================================
>Staff Writer for the Sports *** Network
>http://www.racesimcentral.net/***.com/
>==========================================

Jo

Anyone working on a racing game "engine"?

by Jo » Sat, 11 Sep 1999 04:00:00


>Sim ***world has done something similar to this with ICR2 and N2, but it
>would be nice to see something that was DESIGNED for people to create these
>type of add-ons for.

That would be great. I would certainly be lining up to use such a
product to create a racing game.

The thing I'm really sick of, especially in arcade racers, is
circuit-only tracks. The new Test Drive Cycles is a perfect example.
They talk about street-bike racing, traffic, cop chases - but there
are no open-road tracks. Argh!

And every day I (and millions of other people I'm sure) drive on roads
that would make fantastic race tracks. Realistic, interesting, fun. If
I see one more arcade racer with circuit tracks I think I'm gonna
scream!

Joe McGinn
==========================================
Staff Writer for the Sports *** Network
http://www.racesimcentral.net/***.com/
==========================================

steve cov

Anyone working on a racing game "engine"?

by steve cov » Sat, 11 Sep 1999 04:00:00

Arent microsoft doing another city for Midtown Madness?

A comprehensive and accurate physics engine is something that is
 portable and longlasting  I mean the engine has
got to simulate real world physics so the goalposts arent moving.
It is a shame if developers are constantly starting from
scratch, given they only have so many people hours they can throw into
each aspect of a sim.

steve c


> Joe,

> I think a better analogy than Id would be Microsoft -- look at all the
> different modules and variations (including civilian, militiary, and
> sporting/racing) that are available for the Microsoft Flight Simulator
> package.  Now THAT is what someone needs to do for the driving/racing
genre.
> Start with something basic -- maybe something along the lines of Papy's
> "Drivers Ed" series, and make it expandable from the start.

> Sim ***world has done something similar to this with ICR2 and N2, but it
> would be nice to see something that was DESIGNED for people to create
these
> type of add-ons for.

> Great idea, BTW!

> - JB


> >Does anyone know of any company that is working on a racing-game
> >engine that can be used to build racing games? Either arcade or
> >realistic?

> >It seems the racing genre is somewhat backwards in this area to date.
> >Action developers have had several options for years, but every racing
> >game must be programmed from scratch. Seems like such a waste of
> >effort (and a lost opportunity - is not Id one of the most successful
> >action *** companies?).

> >Joe McGinn
> >==========================================
> >Staff Writer for the Sports *** Network
> >http://www.racesimcentral.net/***.com/
> >==========================================

John Bodi

Anyone working on a racing game "engine"?

by John Bodi » Sat, 11 Sep 1999 04:00:00

On the "circuit track" issue, I think that Midtown Madness might be a step
in the right direction, given the wide-open (sorf of) map concept with no
fixed "circuit" to run.

Give us the ability to take a basic map like that (or, better yet, to MAKE a
basic map like that), and then add our own customizable waypoints to
determine what WE want the circuit to be, and that would be MUCH better than
what we've got now.

The nice thing about this would be that the maps don't have to all be city
maps like in Midtown madness; you could toss in some a "mountain roads"
track, a "seaside sections" track, a "rural farming" track -- all with with
multiple feeder routes, rural roads, dirt/gravel side roads, and some
interstate sections thrown in for good measure, and then let US determine
the routes via a waypoint editor.  The waypoint editor could actually place
barricades and/or signage on the actual map (your choice, based on the type
of course you were designing).  This would give you in-game visual cues to
make it easier to follow the route of your custom "circuit" (bad word, I
know).

Imagine a next-generation "Need for Speed"-type simulation with
Powerslide-caliber physics and a myriad of detailed maps along the lines of
what Midtown Madness has brought us, plus the aforementioned waypoint
editor, and I think you'd have to fight people off.

Make it customizable, give us the ability to easily add/design cars, plus
the ability to edit/create maps, AND decent online multiplayer support, and
I think that would keep a lot of us happy for a long time.  And the
competition would have to come out with something pretty special to capture
more of the market segment.

Any of you developers out there listening?  All of the elements are there
now, I think, but nobody has put it all together into one nice, neat
package.

If you build it, they will come.

-- John Bodin
   Publisher, The IRL Insider Magazine
   http://www.racesimcentral.net/



>>Sim ***world has done something similar to this with ICR2 and N2, but it
>>would be nice to see something that was DESIGNED for people to create
these
>>type of add-ons for.

>That would be great. I would certainly be lining up to use such a
>product to create a racing game.

>The thing I'm really sick of, especially in arcade racers, is
>circuit-only tracks. The new Test Drive Cycles is a perfect example.
>They talk about street-bike racing, traffic, cop chases - but there
>are no open-road tracks. Argh!

>And every day I (and millions of other people I'm sure) drive on roads
>that would make fantastic race tracks. Realistic, interesting, fun. If
>I see one more arcade racer with circuit tracks I think I'm gonna
>scream!

>Joe McGinn
>==========================================
>Staff Writer for the Sports *** Network
>http://www.racesimcentral.net/***.com/
>==========================================

Chris

Anyone working on a racing game "engine"?

by Chris » Sat, 11 Sep 1999 04:00:00

There has been some talk about it on game development mailing lists and the
overall opinion is that its much better to write your own that are very
specific to the task at hand.  :)


> While it's not for racing sims only, but the closest thing I know to such
is
> at:

>  http://www.racesimcentral.net/

> It's definitely worth a look.

> Cheers,

> Steve B.



> > Does anyone know of any company that is working on a racing-game
> > engine that can be used to build racing games? Either arcade or
> > realistic?

> > It seems the racing genre is somewhat backwards in this area to date.
> > Action developers have had several options for years, but every racing
> > game must be programmed from scratch. Seems like such a waste of
> > effort (and a lost opportunity - is not Id one of the most successful
> > action *** companies?).

> > Joe McGinn
> > ==========================================
> > Staff Writer for the Sports *** Network
> > http://www.racesimcentral.net/***.com/
> > ==========================================

Fredrik Th?rnel

Anyone working on a racing game "engine"?

by Fredrik Th?rnel » Sat, 11 Sep 1999 04:00:00



> >Sim ***world has done something similar to this with ICR2 and N2, but it
> >would be nice to see something that was DESIGNED for people to create these
> >type of add-ons for.

> That would be great. I would certainly be lining up to use such a
> product to create a racing game.

> The thing I'm really sick of, especially in arcade racers, is
> circuit-only tracks. The new Test Drive Cycles is a perfect example.
> They talk about street-bike racing, traffic, cop chases - but there
> are no open-road tracks. Argh!

Carmageddon. Carmageddon II. Wooo-hoooo! While not top notch technologically
in quite a few areas, it's got what you're asking for, it's got a good and
"realistic" (parameters are upped to give a wilder ride, fine with me in this
kind of game) physics engine, it's a blast to play networked, it's a blast to
play. Period.

I keep wondering what's so great about Driver/Midtown Madness compared to
Carmageddon. Haven't even bothered to D/L the demos, I have a feeling they'd
be unplayable on my P166. Anyone who's played both who cares to enlighten me?
Every R.A.S. participant is a PC fanatic? :)

Cheers,
    /ft

Jo

Anyone working on a racing game "engine"?

by Jo » Sat, 11 Sep 1999 04:00:00


>Make it customizable, give us the ability to easily add/design cars, plus
>the ability to edit/create maps, AND decent online multiplayer support, and
>I think that would keep a lot of us happy for a long time.  And the
>competition would have to come out with something pretty special to capture
>more of the market segment.

>Any of you developers out there listening?  All of the elements are there
>now, I think, but nobody has put it all together into one nice, neat
>package.

I think you're absolutely right. What it takes is a racing game
developer with the smarts to realize that replayability is more
[economically] valuable than short-term proprietary secrets.

Joe McGinn
==========================================
Staff Writer for the Sports *** Network
http://www.racesimcentral.net/***.com/
==========================================


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