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anslo
Joined 4 years ago
Karma
72
Submissions
22
Member since
Oct 23
View on Hacker News
Recent submissions
Comment · 4 years ago
For now there's ?seed=myseed&topo=[easy|normal|hard] but I'll be adding more in future!
Comment · 4 years ago
Yes, and I'll be adding query params for for all other config options too
Comment · 4 years ago
Rookie error on my part, apologies - I was needlessly agonising over having to make string comparisons in my input controller. This week I'll be refactoring it to use a map, and be adding some UI for remapping.
Comment · 4 years ago
Much appreciated! There isn't any reason it can't be freely available; it costs almost nothing to host. Development time is the true cost, so it's more a question of how much I'm able to add.
Comment · 4 years ago
And here's the trailer:
https://www.youtube.com/watch?v=OZ8zH1CzKSM
Comment · 4 years ago
Bingo - the dash spacing is still wrong, but it's based on the roads you might find around the Peak District (Cat and Fiddle, Snake Pass, etc.). I didn't reckon many people would mind the line spacing, but it'd be an easy fix
Comment · 4 years ago
You're right - I spent a while looking for existing procedural driving games before I started, and seeing how disappointing the Dirt 4 implementation was was all the motive I needed. Thanks for the kind words.
Comment · 4 years ago
Ha, true. I'll see to making it a little less reckless, and probably give a setting to have it follow a lane, if it isn't too difficult. The idea of a "slow road" is more about taking the scenic route - back roads like these tend to have some of the highest speed limits, at least in the UK.
Comment · 4 years ago
Thanks for the kind words! That screenshot looks like the tail-end of the road - the world despawns behind you as you drive, leaving behind this weird-looking trench. That isn't a bug, but it definitely looks like one - the plan is to add a little achievement for driving back that far, so that people will know it's expected behaviour. Don't worry about replicating bugs, or finding exact coordinates; I've been seeing them all stream in on my analytics backend, and they come with all the metadata I need :)
Comment · 4 years ago
Interesting idea - I could try implementing this experimentally
Comment · 4 years ago
True, though in practice that's the way fog is applied in the shader. With the two-tone setup I can have a blue hue in the foreground transitioning into the hard white at the edge of the view dist.
Comment · 4 years ago
I think you're probably right. The camera's pitch exactly matches the car's pitch, so I'll fiddle with having it maybe only take 50% from it.
Comment · 4 years ago
This has been an issue for a couple of people, yeah - I mention it in the FAQ but I'll probably make a more obvious warning when I detect a low FPS
Comment · 4 years ago
I figured that was the best way to get organic-feeling roads stitched seamlessly into a far-spanning environment. I also didn't recognise at the time just how hard it would be, but I still think it was the right choice.
Comment · 4 years ago
I've heard it's mappable on a steam deck, but I don't know about others. Controller support is one of the most-requested features, so I'll be trying to work on it this coming week. Thanks!