All posts for the month November, 2015

I’ve been working quite hard on Oversteer this week. For some time I’ve been trying to get the “feel” of the car right and have not only been struggling with the controls but also the physics. Previously I’d assumed that Oversteer would use 2D models but with 3D physics. However, I want to spend some time trying 2D physics instead. In Unity the 2D and 3D physics engines are separate (although the API is quite similar) and I think it’s worth spending some time looking at the 2D physics side of things.

To help me I’ve created an entirely new Unity project but will be using some of the assets I’ve been working with on the 3D project.

I’ve also done some thinking regarding control of the car and, having tried out a virtual joystick (which was working pretty well), I’ve come to the conclusion that analogue input (i.e. continuous range) is going to make the cars very difficult to control. My current thinking is to try out simple all/nothing controls… i.e. it’s all throttle or no throttle and all lock on no turning. I’m hoping that I’ll still be able to include enough challenge through the physics setup that the simplified controls are both fun and still require some mastery.

This week I…

  • Updated the Glossary to use CakePHP 2.7.5
  • Updated RF1 to use Django 1.8.6
  • Oversteer:
    • Tidied up a bit of code in Oversteer
    • Updated Oversteer to allow us to easily toggle between the PS3 controller and the virtual joystick
    • Tagged test scenery objects
    • Stopped constraining the virtual joystick in a circle as this stops us being able to set full throttle and full turn
    • Lots of tweaks to acceleration and deceleration rates