New features include:
- Curvey roads based on the actual Z-index rather than a fudgey algo
- One-off roadside sprites, e.g. roadside signs, lions
- Road width transitions (chicanes)
- Lots more scenery
- Desert, farmland, city and country areas
The sprites are mostly temporary images I've just copped from an image search, I won't release the game with those in, should it ever reach RC1 status.
This sprite racer is fully Javascript; CLOC reports 1658 lines of Javascript in the engine. There's also a data folder that contains the level data. No frameworks, no libraries, no nuffink, just a man banging code into the browser. I think I took about 12 lines of code for the depth scaling from ChatGPT when my maths failed me; the rest is all my nonsense.
I would like to do an optimisation pass soon to improve caching. Although arguably the compiler will do a better job of it than me anyway! I'm not a JS performance expert. My intel mac gives 40-50fps and I can't get my M3 max to step below 60fps. My Xbox One gives a begrudging 15-20 on the old version, not tried it in a while. My Cat smartphone gives me about 30fps I think.
I also want to make it more of a game - objectives, music, challenge, surprises...
MORE OF MY NONSENSE - gavd.co.uk
Негізгі бет Ғылым және технология Sprite racer dev vlog #6 - we like to curve
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