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
smarter sampling on the floor...
when it samples the floor tex, it raycasts the texelspace grid to see how many screen-pixels it'll step along the scanline before hitting the next texel, and it can reuse the latest sample until then - fewer samples, sharper result!
it also does some smooth LOD, where it starts using a bigger and bigger "screen-pixel steps per sample" ratio as pixels get farther away
(before/after)
added a realtime shadow for the player's car
it only works on the floor (not the walls) but that's probably okay-enough for me
kinda going off the deep end here but now the car can cast its shadow onto the walls
it's kind of a ridiculously subtle effect, but it ties the mesh-geo, the raycaster-geo, and the skybox together, so uhhh maybe that's something
starting to think about a title screen but i'm not really sure wut to do yet
but hey i have an easy way to make text into 3D meshes (thank you, blender!) so that seems like a sane place to start
@fsouchu i was thinking about drawing the sun...but i think at the moment i'm interested in getting the title card to look like it's own thing, instead of just showing what the normal gameplay looks like (dunno if it's the right call, but that's where i'm at so far)
the motion here is temp, but it's partway to something more interesting...