Forum » Igre » Race Driver 2 bo imel boljsi fizikalni model kot LFS, lol
Race Driver 2 bo imel boljsi fizikalni model kot LFS, lol
.smidge. ::
link do novice
You've reworked car handling and driver AI for the game. Could you tell us about this, and again about how this impacts gameplay?
Raeburn: The AI has been made much less aggressive than in RD1 and we now allow the cars more freedom to move around the track. The car physics have been rewritten from the ground up for RD2.
We wanted to start with a 100 percent pure simulation, built around a realistic test bed. This test bed included a high quality force feedback steering wheel with analogue gas, brake and clutch pedals and a six-shift gear stick.
The idea was that we should be able to accurately model any car within this test bed and we could then apply any driving assists needed to tame the cars down for use on a basic pad controller. We've had a lot of fun playing the PC sim 'Live for Speed', and our goal was to get better physics and improved pad and wheel handling than that game.
The surprising thing was that, in the end, we didn't actually need to add any driving assists as the physics model felt very natural, even through a regular analogue pad.
We've achieved this by some considerable margin, especially for the rear wheel drive cars, and this has meant that we have been able to lock down the handling very early on in development so we can spend the time tuning all of the many different vehicle types we have in the game.
Huh. Ko se bodo pri Codemastersu zavedli kaj je fizika in realizem sploh sta, obliznem svoj komolec.
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moderator: link sem ti spremenil, ker drugače razširi forum
You've reworked car handling and driver AI for the game. Could you tell us about this, and again about how this impacts gameplay?
Raeburn: The AI has been made much less aggressive than in RD1 and we now allow the cars more freedom to move around the track. The car physics have been rewritten from the ground up for RD2.
We wanted to start with a 100 percent pure simulation, built around a realistic test bed. This test bed included a high quality force feedback steering wheel with analogue gas, brake and clutch pedals and a six-shift gear stick.
The idea was that we should be able to accurately model any car within this test bed and we could then apply any driving assists needed to tame the cars down for use on a basic pad controller. We've had a lot of fun playing the PC sim 'Live for Speed', and our goal was to get better physics and improved pad and wheel handling than that game.
The surprising thing was that, in the end, we didn't actually need to add any driving assists as the physics model felt very natural, even through a regular analogue pad.
We've achieved this by some considerable margin, especially for the rear wheel drive cars, and this has meant that we have been able to lock down the handling very early on in development so we can spend the time tuning all of the many different vehicle types we have in the game.
Huh. Ko se bodo pri Codemastersu zavedli kaj je fizika in realizem sploh sta, obliznem svoj komolec.
--------------
moderator: link sem ti spremenil, ker drugače razširi forum
Jst se bom smeju na sirokoooo ...
- spremenil: Predator ()
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