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PART RACING. Eric Pierce, Jing Chen, and Paul Shaffer. Revolutionizing Mario-Kart Style Racing. Using Havok physics engine: Car constant in forward motion and can only control turns Hit opponents with “parts” of the world Mouse interaction Pick up “parts” along the race track. “Parts” - 1.
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PART RACING Eric Pierce, Jing Chen, and Paul Shaffer
Revolutionizing Mario-Kart Style Racing Using Havok physics engine: • Car constant in forward motion and can only control turns • Hit opponents with “parts” of the world • Mouse interaction • Pick up “parts” along the race track
Environment & Controls OPTION ONE: • Dual world track – fire mountain vs. icy snowland • Navigate freely through turns and rotates like traditional car racetrack • Importing Maya model OPTION TWO: • Nodal map where user makes navigation choices at each node (left, straight, right) • Path predetermined between each of the node • Operates like a railway track • Create only a section of the world at a time
ImplementationFSM Logic • On new frame: • Check for user input (mouse/keyboard) • Move player accordingly, control moveable objects • Adjust camera based on new position of player • Check racers’ location for collisions • Update power-up, hazards, moveable objects (delete, move, regenerate, etc) • Check for RACEISOVER • Check winner
ImplementationFSM Logic Aggressive AI
ImplementationFSM Logic Scared AI