This is V1.2c tech demo of my racing game called Driving Speed.
Due to being under constant development there are still some bugs etc…
but the demo can be found here:
I’ve been working on this game for a few years now in my spare time (I
only have about 6-12 spare hours max per week) with myself as the only
programmer and will continue its development until its complete. The
cars in these screenshots were kindly built for me by a professional 3d
modeller. At the moment the tracks are usually conversions from add-ons
for other racing games. Some exclusive tracks for the game will come in
the near future.
Developed with VC++ the graphics engine is using DirectX 9.0 and will
run on cards with pixel-shader support, with plans to support older
cards with fallback shaders.
NOTE that not all these listed features are enabled in the demo.
The car rendering features:
- Per pixel soft edge shadows that pass over the cars surface with
diffuse and specular occlusion.
- Dynamic soft edge shadows cast from cars, and varying intensity
(darker closer to the car) to simulate global illumination with multiple
- Fresnel reflection and real-time dynamic environment mapping so
surrounding objects and scenery are seen in the cars reflection.
(Achieved by a highly optimized culling / rendering system and multiple
LODs for environment map rendering)
- Metallic paint shading that simulates the reflection from tiny
metallic flakes in the paint.
- Hemispherical ambient light.
- Realistic glass shading for the windows.
- The customizable LODs speed rendering and allow up to 12 cars in view
at one time while still maintaining a high frame rate. A car’s LOD is
determined using its projected size based on the camera’s field of view
rather than distance so that its possible to have a distant trackside
camera zoom in on any car and see it in high detail.
- Specular bloom post processing effect.
- Basic prelit scene, diffuse and global illumination.
- Atmospheric attenuation.
- Track specular with specular maps.
- Track specular occlusion from shadows.
- The car physics model is rather complex with too many parameters to
list here, it provides a very realistic driving experience, months of
work on the tyre physics formulas that use dynamic friction curves that
change shape at runtime based on various parameters from the tyre
- Each car has its own weight distribution, engine torque curves to
accurately reflect engine power at various RPM, a gearbox with a
configurable number of gears and ratios, a final drive ratio (limited
slip differential). For example a higher ratio diff can be used on a car
to achieve faster acceleration and quarter mile times with the expense
of top speed.
- Engine sounds are created by a custom sound tool that supports
combining multiple sound files at various pitches and frequencies that
are cross faded at run-time depending on engine load and RPM.
- Dynamic skidmarks.
- Smoke, sand and grass particles.
- Support for configurable keyboard, joystick/wheels including
controller dead zones.
- Artificial Intelligence for the opponent cars that also run on full
- Lap times, best lap, total race time, car positions.
- A user interface library and editor is used for rapid development of
- Quick race and arcade modes.
- Drag racing mode.
- Circuit racing and point to point.
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Nice shiney cars - yum :)
Looks great, wish I could play it, but as it is DX9, I doubt it would
run very well in Linux :(
Man, this is impressive. It looks good but it makes fun as hell! I spend
30 minutes now driving around and doing burn outs in every imaginable
I found some bugs:
You will already know most of these problems as it’s a tech demo but,
anyway, I hope I could help.
p.s.: you really should add some effects to make the player “feel” the
speed. You could increase the FOV, add some motion blur and so on.
p.p.s.: Please implement a game mode where you have to do burn-outs
(like nfs:u’s “drift” game mode) - they are so much fun in your game!
Can’t stop playing this tech demo :)
Found another bug:
If you drive against the marked wall you will fall out of the level.
Out there, it’s no problem to reach mach 11 in the first gear :D If you
get to mach 32 (2\^16/2=32768) the screen turns black.
I checked the files and find that some of textures looks like duplicated
without reason (of course, sorry if there is a reason for that) - i did
not count bytes, but i think that size well matters and you should spend
that bytes for alpha channels :) - everything just looks great
(especially car :) ) but those blue borders on the trees and other
blended objects …
anyway - great job - physics and graphics roxx
PS well, that’s my first post on this forum, so “hello world :)”