Rework drifting
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3 changed files with 41 additions and 33 deletions
19
TODO.txt
19
TODO.txt
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=========== GENERAL ==============
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- Create a physics test map.
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- Unstuck idea: make the body non-rotating for a while?
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- keyboard ghosting is an issue, particularly when initiating drift with brake
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(arrow keys must be used with S for braking for left drift to work) -- think
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about what to do about this? or leave as is?
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- Map4: fix top bottom corner, making the curve is too hard -- either add ramps
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on wall or shift the down ramp further.
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- Try doing the bouncy car body? Just keep a point and its velocity, change
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data file, try to somehow hack around it (maybe just convert it to an array in
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the end?) Maybe this: make a standalone C file with the string in it that
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when compiled and run outputs the array.
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- car deglitch idea: deglitch only if the middle joint collided this frame?
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- some kinda easteregg in menu or smt
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- culling is very slow now, it showed that distance bailout can accelerate it
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a lot, try to make a more accurate bailaout and see if it's faster (watch
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out for bugs due to false positives)
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- improve the car unstucking? maybe we can just keep the position of the car
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and ONE wheel (other joint positions can be computed)
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- maps to make:
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- there should be these maps:
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- compiled in:
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- map types:
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- purely falling map DONE
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- traveling salesman kind of maze, with fans n shit KINDA DONE
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- city map?
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- city map? DONE
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- some kinda buggy bumpy downhill DONE
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- map where car starts upside down DONE
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- dirt map DONE
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- falling tube map? DONE
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- grass hills as decoration? DONE
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- something with multiple roads DONE
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- RPG kinda map? could be in bonus maps
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- some speed map (mostly flat to prevent high speed bugs)
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- RPG kinda map? could be in bonus maps KINDA DONE
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- some speed map (mostly flat to prevent high speed bugs) DONE
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- some (at least partially) interior map KINDA DONE
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- something with multiple finishes DONE
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- U-ramp to build speed and jump up to catch a CP (done) DONE
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=========== HANDLED ==============
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- MAP4: one triangle in top section is missing!
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- Unstuck idea: make the body non-rotating for a while?
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- Create a physics test map.
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- Antibug: maybe always simulate the step with non-rotating body AND normal one
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as well -- if the car ends up bugged, use the non-rotating result?
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- Fix weird reversing.
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- car deglitch idea: deglitch only if the middle joint collided this frame?
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- CP gets often missed, would be cool to increase its radius, but also hard.
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We would have to be checking 8 cells instead of one, but even then issues
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would appear with multiple CPs next to each other (returned CP_TAKEN event).
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to be drawn? could optimize rendering and map loading a lot <-- PROLLY NOT
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- on 1st map the camera is obscured by the wall at the start, fix it somehow
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(not the best first impression) <-- shifted start pos.
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- improve the car unstucking? maybe we can just keep the position of the car
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and ONE wheel (other joint positions can be computed)
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- replay format should probably record game version
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- also there should probably be some version system that says version of
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physics vs version of everything else; replay could only record physics
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