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Anyone working on a racing game "engine"?

9 posts by 6 people · 09 Sep 1999 - 10 Sep 1999

Joe McGinn 09 Sep 1999#491435
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 [link lost in import: /***.com/] ==========================================
While it's not for racing sims only, but the closest thing I know to such is at: [link lost in import] It's definitely worth a look. Cheers, Steve B.
John Bodin 09 Sep 1999#491437
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
Quoted text (15 lines)>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 >[link lost in import: /***.com/] >==========================================
Joe McGinn 10 Sep 1999#491628
>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 [link lost in import: /***.com/] ==========================================
steve cov 10 Sep 1999#491629
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
Quoted text (23 lines)> 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 > >[link lost in import: /***.com/] > >==========================================
John Bodin 10 Sep 1999#491630
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://irlinsider.adnetweb.com/ >>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
Quoted text (20 lines)>>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 >[link lost in import: /***.com/] >==========================================
Chris 10 Sep 1999#491631
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
Quoted text (28 lines)> at: > [link lost in import] > 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 > > [link lost in import: /***.com/] > > ==========================================
Quoted text (11 lines)> >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
Joe McGinn 10 Sep 1999#491633
Quoted text (9 lines)>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 [link lost in import: /***.com/] ==========================================

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