Maybe add trackbuilder . it would be coolTheorically we could recreate real tracks, but that's not what we had in mind when we created the Camilla procedural engine.
Maybe add trackbuilder . it would be coolTheorically we could recreate real tracks, but that's not what we had in mind when we created the Camilla procedural engine.
Fabio, first of all, thank you for your tip regarding my earlier comment. I guess that the game will have some sort of a central repository for cool tracks created and a voting system (to allow people to pick the most voted ones), right? Even so, IMHO this can be a challenge to MP races, at least the casual ones - where pilots will surely have great differences about knowing the track path (i.e., practicing time) for a given track. I know this can happen in actual games too, but after a while, the majority of MP servers are playing the "95% preferred" tracks (which aren't infinite in numbers), and this tends to "even the field a bit". With new tracks being created all the time by every single player in the world, I fear that this can lead to "too much choice" and then in the long run poor MP races - unless you're part of a league that blocks new tracks - which, in the end, goes against your main goal.Theorically we could recreate real tracks, but that's not what we had in mind when we created the Camilla procedural engine.
Ah ok. So, set some track parameters(?) to aim for and then the engine take care of the rest. The end result is sort of a "calculated randomization". Cool.Theorically we could recreate real tracks, but that's not what we had in mind when we created the Camilla procedural engine.
Maybe add trackbuilder . it would be cool
Fabio, first of all, thank you for your tip regarding my earlier comment. I guess that the game will have some sort of a central repository for cool tracks created and a voting system (to allow people to pick the most voted ones), right?
do you guys plan to eventually release this technology to a rally game? Packing the "Camilla engine" and some serious FFB/physics, this could be the next big thing on that arena. (Of course you'll need to create a "virtual navigator procedural engine" too, in order to "read" the track and tell the pilot what to expect on next curves).
Does the procedural tracks come with a randomized physical mesh, as in FFB dips/bumps in the track surface that is felt in the wheel, or is it a "smooth ride"?
i had a suggestion . when the car painting system will be inplemented in game if that is possible maybe add steam workshop for posting our liveriesIs there anyone else who has questions?
I know it's not the classic game covered on Race Department, but trust me, it's fun. So, feel free to ask anything you want to know.