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Re: [Featured][Dev] F-Zero

Posted: Mon 26 Oct, 2009 9:35 pm
by calc84maniac
IT'S ALIIIIVEEE!

So yeah, I decided to ditch my plan for the Artificial Intelligence, because it was getting way too complicated (and it probably wouldn't work anyway). Instead, I'll use the tried-and-true waypoint method. So, I decided to get the AI to be able to aim itself at a point. The best way to test that, in my opinion, was to have a moving target - that is, the human-controlled car. And it seems to work! The artificial intelligence is using the exact same controls as the human - left, right, and 2nd. :)

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Edit:
Update - got waypoints working!
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Re: [Featured][Dev] F-Zero

Posted: Tue 27 Oct, 2009 6:58 am
by tr1p1ea
Wow awesome! Its a race!

Re: [Featured][Dev] F-Zero

Posted: Tue 27 Oct, 2009 11:06 pm
by calc84maniac
Another update - I tested out splitscreen! :D It's less than a frame per second slower, so I'll probably keep it.

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Re: [Featured][Dev] F-Zero

Posted: Wed 28 Oct, 2009 1:16 am
by Wesley
That looks awesome! I really like the 3D implementation.
Maybe keep the splitscreen as an option (so you can choose to use splitscreen or not)?

Way to go calc84maniac!

Re: [Featured][Dev] F-Zero

Posted: Wed 28 Oct, 2009 5:40 am
by tr1p1ea
Wow multiplayer?!

Whats good about the mode7-like technique is that you wont lose much detail going split screen since normally your horizon is the middle of the screen anyway!

Less thatn 1fps difference? Fantastic!

Re: [Featured][Dev] F-Zero

Posted: Wed 28 Oct, 2009 12:02 pm
by benryves
Very impressive, especially the split-screen mode. :D

Re: [Featured][Dev] F-Zero

Posted: Mon 02 Nov, 2009 3:10 am
by DigiTan
Did I fail to mention this is gonna be the coolest thing ever?

Re: [Featured][Dev] F-Zero

Posted: Mon 14 Dec, 2009 2:58 pm
by calc84maniac
Well, I added 64x64 map support! :D And I got the rendering engine to run at exactly the same speed as 32x32. Plus, it's way more flexible now about where I can store the tilemap - instead of aligning to the nearest 4KB, now I only have to align to 256 bytes. :)

And of course, here's a screenshot (Firefox recommended)
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In case anyone is wondering, I haven't created any AI way-points for this track yet.

Re: [Featured][Dev] F-Zero

Posted: Mon 14 Dec, 2009 3:17 pm
by benryves
Sounds good, and glad to hear that expanding the map hasn't impacted performance.

Shame I couldn't see the screenshot in Lynx, though.