I have a few basic algorithms that together make a very basic race module. Things that I have considered at the moment is the car parts and wear. Things that I need to add are Driver stats and tyres.
What I was wondering is how would I be able to implement user setups, to find *the perfect setup*
so based on the track, car and driver come up with a perfect setup from practice , testing, driver comments & Technical Directors input.
anyone have any ideas on the above or on anything that I may not have considered?
Cheers
Empr3x
Racing Game Design Algorithm
Re: Racing Game Design Algorithm
Basic mathematics for each part or Track Conditions
If a course is a mud course, you would want best mud tires. + or -
If course has longer straight aways, you would want more speed.
If course has more turns then straigt aways, you would want more acceleration compared to speed.
If a course is a mud course, you would want best mud tires. + or -
If course has longer straight aways, you would want more speed.
If course has more turns then straigt aways, you would want more acceleration compared to speed.
- hallsofvallhalla
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Re: Racing Game Design Algorithm
agreed, I would have no setup perfect but instead have setups based on drivers stats and road conditions as well as wear and tear on the components.