DevLog April 18th 2012

I’m back with another exciting update! Basic benchmark testing of the accuracy of in game performance to that of real life deviated by a small margine of 0.5%

There comes a time when you have to consider leaving optimization alone in order to make further progress in other aspects of the simulator / game. After all it is virtual and not too many people are going to cry if your ET is off by .1 of a second down the quarter.

There is still much to do however and one topic I’m going to research a bit more into is “faking” the sense of speed in computer games (alternatives to motion blur). I’ve begun work already on new camera code to help acheive a sense of increasing speed within AVS but it’s only going to help so much before I’ll have to look at other avenues.

I haven’t dismissed a good sound manager, but this will be the icing on top of the cake – also one of the toughest to get right if you don’t have access to vehicles in order to record multichannel over a few predefined tests.

Unfortunately I am at a point where a lot has been done but not much to facilitate the bringing of things together. I’m talking things like better room management and level loading. I think the best way to approach this is at the beginning starting with a re-eval of my current database structure and engineering it to fit the ideas behind the project. When this is completed it’s time to let the database drive my train of thought to get things done.

So where’s my video you might be asking? Good question – can anyone recommend a great mac application for doing so?. I don’t have a proper level yet and borrowing from a few assets – so don’t expect too much in the 3d art department (or menu) because it’s really at it’s infancy.

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