> The new Papyrus game engine utilized in GPL is awesome, but some have
> mentioned that the game design and car setup is too difficult to play.
> Other titles in my opinion are also too difficult to play, mostly because
> the game engine/control's setup. For example, SpeedBusters demo seems
> totally unplayable because the control's are freakin all over the place.
> The NFS 3 car is totally "floaty." Why does'nt someone use a decent game
> engine like the new Papyrus one, and apply it to a decent set of courses
> and cars which are enjoyable and playable, something like an arcade version
> of CPR: fast controllable cars on exciting arcade courses?
> --frustrated.
That's not a bad idea. With first-person shooters all sharing game
engines, why aren't "open" car sim engines being programed? Just one realistic
physics and graphics engine would be great. Then various games could use this
engine to race F1 sims, rally sims, touring cars, drag cars, even tank sims, in
fact any land-based vehicle (if the engine was done right). Even arcade racers
could use the engine to give more convincing driving (they would just use
unrealistic car models). Are there any technical problems with doing this (ie.
it would be just too ***y difficult)?
I've heard Powerslide has a great physics/graphics engine. Anyone know if
this is what we're waiting for?....