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How it was done |
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Race3d took a lot of the same programming concepts from Scared, but with some
nifty other features like pause capability, menus, on-the-fly window resizing,
layered surfaces, and basic floor mip-mapping. It was about 300 hours of
work, from arounf August 1998 to January 1998.
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Graphics |
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All graphics were edited using Paint Shop Pro.
The landscape is tile based. There are two layers: a road layer and a surface
layer.
Surface Layer (bottom layer) |
Road Layer (top layer) |
64x64 tiles |
128x128 tiles |
Not mip-mapped |
Mip-mapped (kinda) |
Continuous. |
Not continuous; also, transparent is some areas so the
surface shows through. |
Grass, sand, ice, water, and dirt tiles. |
Horizontal, vertical, diagonal, horizontal-to-vertical turn,
horizontal-to-diagonal turn, and vertical-to-diagonal turn. |
Also, the road tiles are numbered in sequential order so that the engine can
keep keep track or laps, whether the player is trying to cheat by skipping a
portion of the track, and for the AI character to move. The level editor does
the numbering automatically.
- The car graphics were photographs provided by
CMO. This is what takes up
the most time in the download.
- The background, trees, and bushes were photographs taken by me.
- Other graphics were drawn by me.
- Window resizing was done by creating a variant of
MemoryImageSource.
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Sound |
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- The car engine starting is my 1989 Honda Accord starting.
- The car engine running is a combination of my car running, and me
imitating a running car ("rrrrr....").
- Simple effects were applied to make it sound like the car engine revving
up or down.
- The tires screech sound is me imitating a baby dinosaur.
- The off-road sound is me clearing my throat.
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Level Editor |
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This time I learned my lesson and developed the level editor at the same time
as the engine - and it was worth it. It made the whole task a lot easier. New
levels can be built very easily.
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Artificial Intelligence |
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The AI cars aren't the most intelligent, but they're not bad. Since the road tiles are
sequentially numbered, the AI cars simply start at road tile '0', and
continuously drive toward the next tile. Actually, they look a few tiles ahead
to get ready for turns. They don't pay attention to other cars, but they do bump
into each other. The AI cars aren't fool-proof: There are some rare instances
where a car may get "lost" and drive around in circles.
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