starting on player-controls
the camera is following behind a car...but you can't really tell because the car isn't rendered yet
a floor
this drops my fps to 40 (max possible on playdate is 50) but i'm hoping/assuming i can find more stuff to optimize. worst case, locking the game to 30fps seems like it would be OKAY, and maybe even the more sane choice for a handheld (to save on battery power)
the real ideal thing would be if you could pick between 30fps (power-saver mode) and 50fps (try-hard mode)
better floor (now with ambient occlusion!)
back up to "usually 50fps" on the device, sometimes dips down to around 47
working on a drifting mechanic
it needs more tuning but i'm absolutely stoked about it already
starting to draw a proper car - i did this first version in a really basic way so i thought it'd tank my performance, but it turns out it still stays at like 45+ fps on the device. not bad!
i'm very bad at lowpoly modeling so the car accidentally looks like an old-timey beater, but i think that's sorta funny so i'll probably try to keep that vibe
night sky - drops me to about 40fps on the device, but i think i can still find more room to optimize
would be nice to add some clouds or something...
adding some presentation at the start of the race, and some basic timer/scoring stuff
all hail lobster font, lobster font will lead us to salvation
working on replay recording/playback - yes, the clip looks the same as the others in the thread, but it's a pretty good run since i was retrying the map. if you think "i see places where the racing line could have been improved" then the game is working, lol
replay data is quite small: stores keyframes containing a bitmask of user-input states (one byte), along with how many frames you held that state for (one byte). a "normal" 30 second replay tends to be around 200 bytes