flashracer.blogspot.com
Flash Racer: July 2005
http://flashracer.blogspot.com/2005_07_01_archive.html
A project to produce a racing game in flash including advanced physics, handling, 3d graphics and real life tracks. Wednesday, July 27, 2005. I've been hard at work on this the past few days. As my part of the engine now stands the AI car races around the track with ease, braking at the appropriate places - it also has the ability to recover after an accident. I will try and post a demo (recorded or realtime) here in the next week. Rigid Body Physics Demo. Rigid Body Physics - Bullet Demo. Over the past ...
flashracer.blogspot.com
Flash Racer: June 2006
http://flashracer.blogspot.com/2006_06_01_archive.html
A project to produce a racing game in flash including advanced physics, handling, 3d graphics and real life tracks. Friday, June 02, 2006. Don't you just wish you could learn without. So we can either re-write Race Manager to be series independent, and only load a given map. Lots of work. Or, we can leave it how it is and hack around it. Erm. yeah, we made an executive decision and took the later option! We've a few other big changes and ideas that will be filling the next few blogs. The menu system ...
flashracer.blogspot.com
Flash Racer: September 2006
http://flashracer.blogspot.com/2006_09_01_archive.html
A project to produce a racing game in flash including advanced physics, handling, 3d graphics and real life tracks. Saturday, September 30, 2006. The FlashRacer Boys Are Back In Town! Greetings, to all who still have our blog on their RSS feeds after all this time of inactivity. However, when translated to the actual game- the design of the tracks especially- it hasn't really worked the way we wanted it to. Having our tracks realistic too turns out to be boring to race on. The straights last too ...Somet...
flashracer.blogspot.com
Flash Racer: April 2006
http://flashracer.blogspot.com/2006_04_01_archive.html
A project to produce a racing game in flash including advanced physics, handling, 3d graphics and real life tracks. Friday, April 28, 2006. After two months with no update from me and Jon i thought it worth posting what has been going on. I would love to say that we've both been working on the game so hard there has simply been no time. however, this is not the case! Hopefully, the next post will be sooner rather than later! Subscribe to: Posts (Atom). Flash Game Development Blogs.
flashracer.blogspot.com
Flash Racer: The FlashRacer Boys Are Back In Town!
http://flashracer.blogspot.com/2006/09/flashracer-boys-are-back-in-town.html
A project to produce a racing game in flash including advanced physics, handling, 3d graphics and real life tracks. Saturday, September 30, 2006. The FlashRacer Boys Are Back In Town! Greetings, to all who still have our blog on their RSS feeds after all this time of inactivity. However, when translated to the actual game- the design of the tracks especially- it hasn't really worked the way we wanted it to. Having our tracks realistic too turns out to be boring to race on. The straights last too ...Somet...
flashracer.blogspot.com
Flash Racer: December 2005
http://flashracer.blogspot.com/2005_12_01_archive.html
A project to produce a racing game in flash including advanced physics, handling, 3d graphics and real life tracks. Monday, December 05, 2005. It's The Final Countdown. I wish I had permed hair like Joey Tempest. *ahem! What I've been up to. The problem is, I have to sort by three. Components - the current lap, the current waypoint, the distance to current waypoint - and each successive sort must not unsort the previous sort. Confused? Believe me, after a week of debugging my attempt at this, I am too!
flashracer.blogspot.com
Flash Racer: August 2005
http://flashracer.blogspot.com/2005_08_01_archive.html
A project to produce a racing game in flash including advanced physics, handling, 3d graphics and real life tracks. Tuesday, August 30, 2005. The project has been moving forward quickly since we started working using the SVN system. Having a central store of the games code that both of us can work from has been invaluable. I have also done a large clear up aswell as adding some small features like 'pause' and a countdown on the grid at the beginning of a race. Wednesday, August 24, 2005. The cars do not ...
flashracer.blogspot.com
Flash Racer: October 2005
http://flashracer.blogspot.com/2005_10_01_archive.html
A project to produce a racing game in flash including advanced physics, handling, 3d graphics and real life tracks. Thursday, October 20, 2005. Can you hear me? Of course in reality we merely had a temporary communications blackout :-). As some of you may have spotted in the comments for the previous blog, Tom had to move house, and then moved back to Uni., both times meaning no 'net connection. Even though we knew this would happen, it was slightly longer than expected. I had assumed that one corner wou...
flashracer.blogspot.com
Flash Racer: Building Our Way To Amarillo
http://flashracer.blogspot.com/2006/02/building-our-way-to-amarillo.html
A project to produce a racing game in flash including advanced physics, handling, 3d graphics and real life tracks. Tuesday, February 28, 2006. Building Our Way To Amarillo. Can you guess what I watch on Sunday nights on E4? Subscribe to: Post Comments (Atom). Building Our Way To Amarillo. Flash Game Development Blogs. Tales From The Code Front.
flashracer.blogspot.com
Flash Racer: January 2006
http://flashracer.blogspot.com/2006_01_01_archive.html
A project to produce a racing game in flash including advanced physics, handling, 3d graphics and real life tracks. Monday, January 23, 2006. At last, the first major milestone in this mammoth project has been reached, we've kept you hanging since well before Christmas for a working demo, but now is the time! Me and Jon have been laboring all weekend over the last of our goals for this tech demo in order to get it into the wild today. Different surfaces affect handling. AI with up to 6 cars on track.