Being a "garage" game, developed in his spare time, you can not expect to have the wealth functionality of commercial games. For the first release I decided to focus on a minimum set of features that distinguish it as a realistic driving simulation, with advanced graphics and advanced physics. The project must be very flexible so you can add more functionality over time, and other categories of cars.
Analyzing the main driving simulators, I have identified the essential characteristics for Oversteer:
hardware / software platforms:
Analyzing the main driving simulators, I have identified the essential characteristics for Oversteer:
hardware / software platforms:
- Windows XP / Vista : DirectX 9.0c, XNA Framework, video card with Shader Model 2.0 or higher.
- XBox360 with XNA Game Launcher installed.
Gameplay:
- track type: street circuits
- Type of car: wheel covers, car
- Game Mode: private tests, single race, championship
- Choice of sessions (practice, qualifying, race)
- Setup editable
Graphics:
- Normal mapping for all objects of the circuit
- Offset mapping to emphasize the importance of the curbs
- Environment mapping for car bodies
- with HDR and dynamic lighting effects "bloom"
- Soft shadows
- lens flare effect when you have the sun in front of the tires on the asphalt tracks
Sound:
- engine sounds pre-recorded
Physics:
- Aerodynamics : simulation of the downforce of the wings and ground effect, the wake effect.
- frame: the moment of inertia about three axes, anti-roll bars.
- Suspension: double wishbone. Adjustable shock absorbers and springs.
- Tires: Pacejka model-like, temperature, pressure and wear variables dynamically
- Transmission: rear-wheel drive with limited slip differential adjustable
Artificial Intelligence:
- configurable number of opponents
- pilots to defend the position that
- possible errors of pilots to
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