This is what Impossible Road appears to do (notice in that video the checkpoints always are clearly the "glue points" between segments), and made sense to me. My idea is to define different "prefab segments" of track that can be randomly sequenced to form a randomly generated - e.g., a "hard left turn," a "right U-turn," a "45 degree left turn," etc. Godot and Three both have handy bezier spline classes, and beziers seemed fairly easy to reason about, so I started building my spline using cubic beziers. I started in Godot but recently moved to Three JS, just because I'm a bit more comfortable with TypeScript than GDScript and it has made it a bit easier to reason about this initial part of the project (there's a good chance I'll switch back to Godot once I get back to making this more of a "game"). Right now, I'm about a week in, and I'm still pretty far in the weeds on trying to generate a sensible spline. The closest analogue for helping visualize this is something like Impossible Road, though likely with the track being a "path" rather than a collidable physics body - so, in that sense, the gameplay will be more like Audiosurf. I've been exploring building a small 3D game that uses a spline for randomized, generated tracks.
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