Cool, I'm building something in BTB now for several racesims, if you want, you can implement it once it's done. I don't really care in which game it'll be used, as long as it's clear that I created it.
G.T.Ace
That would be great! let me know when you have finish it.
If we use it, of course, you will have full credit.
Do you have any screenshots of the work in progress?
A Hillclimb, a bit similar to that Touge stuff you have there in Japan.So GT, i guess this is a rally event track right ?
jujunosukeI forgot to post few of them.
We plan to add them all in the next build (Build 06).
So we will have a total of 20 cars playable.
Most of them are supercars at the moment, but we will also make some more casual "everyday cars" later as well.
Up to 500.000 for showroom/Autovista and around 150-200.000 for in-game models.forza4 or GT5 who have models around 100k if i am not wrong?
@SimonK
Our model are mid poly tho, around 30k for each cars, which is far behind forza4 or GT5 who have models around 100k if i am not wrong?
@G.T.Ace, thanks for those precisions!
obviously our models are really less detailed, but our priority is to make the game playable on a wide range of computers.
@DK hum, we will think about itBut taking the wall, or ending in the grass is the best way to learn when to brake hehe ^^
@gogatrs Air resistance is basically a numerical constant, and then the drag calculation are related to the size of the rigidbody.
That mean that every cars have different impact on air resistance related to the size of their body.
But for some cars that have complex body shape with great aerodynamics, we can customize the value of the air resistance constant.
working on some assets for the next release. (Build 06 at the end of this month).