Rework drifting

This commit is contained in:
Miloslav Ciz 2025-04-16 22:31:56 +02:00
parent 74bd36c893
commit 51bc7ada30
3 changed files with 41 additions and 33 deletions

View file

@ -1,7 +1,8 @@
=========== GENERAL ==============
- Create a physics test map.
- Unstuck idea: make the body non-rotating for a while?
- keyboard ghosting is an issue, particularly when initiating drift with brake
(arrow keys must be used with S for braking for left drift to work) -- think
about what to do about this? or leave as is?
- Map4: fix top bottom corner, making the curve is too hard -- either add ramps
on wall or shift the down ramp further.
- Try doing the bouncy car body? Just keep a point and its velocity, change
@ -18,13 +19,10 @@
data file, try to somehow hack around it (maybe just convert it to an array in
the end?) Maybe this: make a standalone C file with the string in it that
when compiled and run outputs the array.
- car deglitch idea: deglitch only if the middle joint collided this frame?
- some kinda easteregg in menu or smt
- culling is very slow now, it showed that distance bailout can accelerate it
a lot, try to make a more accurate bailaout and see if it's faster (watch
out for bugs due to false positives)
- improve the car unstucking? maybe we can just keep the position of the car
and ONE wheel (other joint positions can be computed)
- maps to make:
- there should be these maps:
- compiled in:
@ -36,7 +34,7 @@
- map types:
- purely falling map DONE
- traveling salesman kind of maze, with fans n shit KINDA DONE
- city map?
- city map? DONE
- some kinda buggy bumpy downhill DONE
- map where car starts upside down DONE
- dirt map DONE
@ -47,8 +45,8 @@
- falling tube map? DONE
- grass hills as decoration? DONE
- something with multiple roads DONE
- RPG kinda map? could be in bonus maps
- some speed map (mostly flat to prevent high speed bugs)
- RPG kinda map? could be in bonus maps KINDA DONE
- some speed map (mostly flat to prevent high speed bugs) DONE
- some (at least partially) interior map KINDA DONE
- something with multiple finishes DONE
- U-ramp to build speed and jump up to catch a CP (done) DONE
@ -84,9 +82,12 @@
=========== HANDLED ==============
- MAP4: one triangle in top section is missing!
- Unstuck idea: make the body non-rotating for a while?
- Create a physics test map.
- Antibug: maybe always simulate the step with non-rotating body AND normal one
as well -- if the car ends up bugged, use the non-rotating result?
- Fix weird reversing.
- car deglitch idea: deglitch only if the middle joint collided this frame?
- CP gets often missed, would be cool to increase its radius, but also hard.
We would have to be checking 8 cells instead of one, but even then issues
would appear with multiple CPs next to each other (returned CP_TAKEN event).
@ -111,6 +112,8 @@
to be drawn? could optimize rendering and map loading a lot <-- PROLLY NOT
- on 1st map the camera is obscured by the wall at the start, fix it somehow
(not the best first impression) <-- shifted start pos.
- improve the car unstucking? maybe we can just keep the position of the car
and ONE wheel (other joint positions can be computed)
- replay format should probably record game version
- also there should probably be some version system that says version of
physics vs version of everything else; replay could only record physics