Some initial pointers
Posted: Mon Dec 17, 2007 4:46 am
Alright, ive messed around alot with making some tracks for the game to get a feel of how the bike reacts to certain terrain and what not. Right now i am working on a supercross track.
Some pointers:
1. The current physics do not like poppy jumps... the rider will just do a front flip over it. All jumps need to be SMOOTH.
2. Whoops... The current physics seems to like long rounded whoops as opposed to deep ones. I've gotten it to the point where i can start out a set of whoops rounded and rather weak, and then progress to more aggressive whoops and the bike seems to be ok.
3. Ruts... the physics dont agree. Your rider will just fall over or you will not even catch them. One thing i really liked is when you implement ruts into a jump... your bike can catch one, and it throws your bike a little sideways...
I havent even begun figuring out the textures yet.... that's another task.
Some pointers:
1. The current physics do not like poppy jumps... the rider will just do a front flip over it. All jumps need to be SMOOTH.
2. Whoops... The current physics seems to like long rounded whoops as opposed to deep ones. I've gotten it to the point where i can start out a set of whoops rounded and rather weak, and then progress to more aggressive whoops and the bike seems to be ok.
3. Ruts... the physics dont agree. Your rider will just fall over or you will not even catch them. One thing i really liked is when you implement ruts into a jump... your bike can catch one, and it throws your bike a little sideways...
I havent even begun figuring out the textures yet.... that's another task.