Game Development Community

Plan for Brett Fattori

by Brett Fattori · 12/02/2004 (8:07 pm) · 18 comments

Lately I've been working on some additions to the dRacer game. I've been trying to determine the best places to spend my time, and even though Clark says I'm grabbing at the wrong fruit, I have to admit -- it's fun.

Over the past few weeks, I've implemented a dynamic decaling system. With this, we can add skidmarks, scrapes, and other marks to any surface -- no matter what the composition of the surface. Be it curved, flat, or whatever, the decals apply nicely. It has some work left to do on it, namely connected decals (so skids are one continuous decal). After I had gotten a little burned out on the ddm, I decided to tackle the AI for the game.

The AI uses a modified version of Craig Reynolds Path Following steering behavior. It has some processes so that racing vehicles can predict curves and maintain the best velocity around them.

www.renderengine.com/stuff/plans/predict.jpg
The bots can be tuned so that they will brake going into curves, how closely they follow the path, how aggressively they steer, etc. With these parameters, I can generate different "bots" to race against. I have three bots, currently, named Biggins, Chum, and Lupo. Biggins is the least aggressive, slowing down to take curves, and late-predicting curves that he enters too fast. Chum is more aggressive, but tends to swing wildly as he doesn't follow the path as closely. Lupo is the best of all three -- able to take curves with precision and to navigate the s-curve without slowing down. Here's a shot of Chum navigating a turn:

www.renderengine.com/stuff/plans/skidding.jpg
As you can see, he's pretty good a predicting this curve, but his looser path following is causing him to skid wide of the inside track. Speaking of "seeing" this image from that vantage point, the final thing I've been working on is an Action Camera system. The track has numerous cameras placed around it that follow the action from different viewpoints. Cameras can be set to track objects, look in a fixed orientation, dolly around on paths while tracking, and also attach to vehicles:

www.renderengine.com/stuff/plans/actioncam.jpg
All in all, it's been some of the most fun I've had during the development of dRacer. There's still a long ways to go, but I promise you we're working on a game to give you an amazing racing experience.

Hold onto your socks and get a load of this... This video was recorded while "watching" Lupo race the track. The second bot is another Lupo, so you'll see some similarities in the way they drive. Enjoy!

View the video

Until the next time...
- Brett

#1
12/02/2004 (10:04 pm)
Very Cool!

That must of taken alot of skill and/or many cups of coffee :P

I am working on a racer at the moment and I haven't even thought twice about putting AI in because of how hard it is gonna be, but this kinda motivates me!
#2
12/02/2004 (11:16 pm)
Nice one brett. Fun stuff! :)

Listen to clark tho... :))))
#3
12/02/2004 (11:41 pm)
And there I was feeling all pleased with myself getting a premade model jeep set up and drivable. Now I'm crushed. :-)
#4
12/02/2004 (11:47 pm)
Wow, looks fantastic! Can't wait!
#5
12/03/2004 (6:05 am)
This is flipping awesome!
#6
12/03/2004 (6:22 am)
Awesome work Brett, stuff like the skid marks are definately the little touches that I think people will come to expect in any racing game. I look forward to seeing more from dRacer, keep up the great work buddy.
#7
12/03/2004 (7:24 am)
Wow Wee! You guys at BraveTree really outdid yourself this time!

Are the cars going to be skinable?
#8
12/03/2004 (8:00 am)
Brett, my hat goes off to you... dRacer is looking hotter and hotter. Nice work!
#9
12/03/2004 (8:11 am)
I've been secretly watching Brett & the BT guys work on this when they think I'm not looking because it's just way too much fun even it it's beta (pre beta?) state.

As many saw from IGC, this game f**king rocks hard.

And a lot of people didn't even get to play the little cool stuff like the random loop-d-loops & insane stunt jumps that you can put in via the editor, although I'm not sure if they are still in, but either way its awesome.

I'm totally going to use my secret GG tunnel access to be the first in line to buy this when it comes out. :)
#10
12/03/2004 (9:05 am)
Go dRacer, go dRacer, go dRacer, gooooo...

Looks like this is coming along very nicely. Can't wait to play it again! Please release it in time for Christmas. Thank you.

(j/k)
#11
12/03/2004 (9:30 am)
@Banshee: Mucho Diet Pepsi and a lot of time...

@Phil: I should listen to Clark?? Is that why he's always on me about "unintentional features"... hrmmm

@Mark: Don't let it get you down... this should inspire you to do even better.

@Logan: Yeah.. it is the little things that make the difference. It's the reason why games like Lore, Think Tanks, Marble Blast, and others do so well. Seems us indies pay attention to the details.

@ Tim: I keep meaning to seal up that tunnel so we have some secrets for the final release.. j/k It's good to know that even with daily exposure it still interests you this much. We must be doing something right.

@Everyone else: Thanks for the positive feedback! The community rocks in so many ways, making it all worthwhile.

- Brett
#12
12/03/2004 (10:50 am)
Wow, it seems that dRacer is progressing nicely. Can't wait to get behind the wheel and leave Lupo in the dust.

Slink
#13
12/03/2004 (1:42 pm)
hmmm... need to see how these bots handle the wheelchair....
#14
12/03/2004 (1:45 pm)
Heh, that sounds like something I would say Joe... *shifts eyes*

@Racer: Skinable? Of course.
#15
12/03/2004 (1:50 pm)
Brett, that looks hot. It would look even better with a FINISHED DECAL MANAGER though. :)
#16
12/20/2004 (4:15 am)
@Mark,
Awsome! I can't wait to play this!
#17
03/22/2006 (11:47 am)
Woah. looks like a sweet game.

I will probably buy it just to skin the cars :)
#18
04/23/2006 (12:33 am)
Hey, how did you do the map that track you
Thanks