Archive of posts from October 2016
This week I:
Oversteer Racing: added code to register the car being in the correct pit box
Oversteer Racing: added a pit lane speed limiter
Oversteer Racing: made some minor tweaks to the test track texture
Oversteer Racing: wrote a second dev blog
Glossary: updated to 2.9.1
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This week I:
Oversteer Racing: worked out how damage affects performance
Oversteer Racing: set up debris for display after a collision
Oversteer Racing: stopped the car being driven if damage is too great
Misc: went to the October meet-up of the Unity group
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This week I:
Oversteer Racing: finished the first attempt at a damage model for the cars
Oversteer Racing: created a particle system to show fragments duringĀ an accident
Oversteer Racing: created some artwork for use during collisions
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This week I:
Oversteer Racing: carried on working on the damage system
Misc: went to a Bristech meetup on AI in games
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This week I:
Oversteer Racing: fixed the particle issue introduced when upgrading to Unity 5.4.1 (seems like I was working around a bug in 5.3 that was fixed in 5.4.1, so then my workaround stopped)
Oversteer Racing: now using the SpriteLamp shader and a normal map to dynamically light the car sprite
Oversteer Racing: started work on the damage model for the car
Web: updated RF1 to Django 1.8.15
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