Rapidly prototyped demo/toolkit for an Outrun-inspired arcade racing game. Utilizes its own intentionally simple and extremely arcade-y imitation of physics. Includes:
- Fully functioning and easily modifiable player car controller with scripting for tire smoke, skid marks, lights and corresponding emission textures swapping, gear shift, speed&gear-dependent engine noise, wheels’ animations (the last bit sounds ridiculously minor, but since MEFU doesn’t utilize Unity’s physics, a simple wheel collision approach does not make them spin “automatically”, so it requires one extra system);
- System for “biome”-dependent semi-procedural generation of roadside objects so you don’t have to place them all manually AND — the most important part — you can edit the course however you want whenever you want without having to correct the environment every time (unless the changes are so drastic the terrain itself needs to be adjusted, of course). On that note–
- The road is created by a path creation tool, so it is super easy to make a course, and even easier to edit it;
- NPC cars that spawn at random points on the first half of the course (so most of them don’t complete the course before the player catches up, rendering themselves useless in the scene) with randomized fixed speed assigned to each. Needless to say, they perfectly follow the road (or rather, the path that creates the road) with slight offset to put them into either the right or the left lane. Said offset can be easily corrected if the width of the road is changed.
Main (and pretty much only) technical limitation: my rapidly prototyped “emulated” physics work only in two dimensions (x and z) and in reality the wheels do not recognize collision with the road. Therefore, the road needs to be perfectly flat in order for everything to appear working correctly (the road cannot go up/down or tilt). I’m not sure this can be cured without starting utilizing actual wheel collision, i.e. actual physics, which would mean reworking the entire controller.
MEFU DEMO