Change reshape iterations

This commit is contained in:
Miloslav Ciz 2025-02-24 15:51:46 +01:00
parent 27da348b24
commit 745067d8cc
6 changed files with 10 additions and 6 deletions

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@ -12,6 +12,8 @@ WIP racing game
**Cheating in this game is allowed.** Just drive and have fun, try to find the best solution to each map in any way you deem entertaining.
For more detail see also the games [manual](media/manual.txt).
## What Is This
This is a libre 3D racing game very much inspired by the proprietary game Trackmania. It is written in a selfless way (it won't try to exploit you in any way, not even indirectly) following a philosophy of high minimalism, excluding any poison and bullshit of so called "modern technology". It was completely made by a single man who is extremely different from all other humans.

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@ -1,5 +1,6 @@
=========== GENERAL ==============
- some kinda easteregg in menu or smt
- make the U-ramp map taller due to new physics
- replay format should probably record game version
- also there should probably be some version system that says version of
@ -67,6 +68,8 @@
=========== HANDLED ==============
- player name (modifiable via resource file) <-- prolly not
- address the bug with driving on curved ramp diagonally, try DECREASING number
of reshapes
- maybe remove setting string from menu (like music: 1) and use popups instead
(have just music and show "on" or "off" in popup)
- add indication when CP is taken: in 1st man view it may be unclear if CP was

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@ -45,7 +45,6 @@ static const char *LCR_texts[] =
"loading",
#define LCR_TEXTS_SAVED 11
"saved"
};

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assets/map_helper.blend.zip Normal file

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4
game.h
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@ -1157,6 +1157,7 @@ void LCR_gameSaveReplay(void)
{
LCR_LOG0("saving replay");
LCR_replayOutputStr(_LCR_gameDataCharWrite);
LCR_gamePopupMessage(LCR_texts[LCR_TEXTS_SAVED]);
}
/**
@ -1338,10 +1339,7 @@ void LCR_gameHandleInput(void)
case 3:
if (LCR_game.statePrev == LCR_GAME_STATE_RUN_FINISHED)
{
LCR_gameSaveReplay();
LCR_gamePopupMessage(LCR_texts[LCR_TEXTS_SAVED]);
}
break;

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@ -47,8 +47,10 @@ typedef int32_t LCR_GameUnit; ///< abstract game unit
#define LCR_PHYSICS_UNIT 4096 ///< len. of square for phys. engine
#define TPE_RESHAPE_TENSION_LIMIT 3
#define TPE_RESHAPE_ITERATIONS 8
#define TPE_RESHAPE_ITERATIONS 15 /** a lot, but seems to help with the
bug that happens when driving onto
curved ramp diagonally at high
speed */
#include "general.h"
#include "map.h"
#include "tinyphysicsengine.h"