Re: [Speed-dreams-devel] Racing track Tuna.
<bart <at> neeneenee.de>
2010-06-12 11:06:44 GMT
i will check out your track, your thoughts sounds interesting.
As an 3d artist for me creating is not only questions about the design
of the road itself.
When i polish a track i asking always:
- Where is it located?
- What season?
- How does the environment and nature look at the defined location and season?
- What additional objects are required to let the track looking lively
From techniscal 3d artist stuff:
- Does the track has a good texture mapping?
- Are there any mapping or 3d mesh bugs?
- Is a shadow map available?
All together, technical and artist thoughts, will make a real good,
funny to race track.
Zitat von Kennet Eriksson <eriksson_kennet <at> yahoo.se>:
> Yup, I went ahead and made a track despite the lackadaisical
> reaction on my test-track.
> There are two ways to get enjoyment of racing. One is by driving on
> a nice and challenging track. The other is by interaction with other
> cars when racing. So, can't you enjoy both at the same time? No, the
> requirements of the tracks are different. Anything on a track that
> makes it fun to drive also hinders overtaking and lessens the inter-
> action between the racing cars.
> Requirements for a racing track:
> Fairly wide as overtaking will be easy.
> Straights should be straight and long enough for a realistic
> overtaking attempt.
> Overtaking seldom happens in a technical section, they should there-
> fore be short.
> A short track has a short average distance between the cars, i.e.
> more interaction.
> Some difficulties as to make mistakes more likely.
> Examples: Nordschleife is enormously fun driving but overtaking is
> difficult and it is so long there is little interaction.
> Ovalracing is only about interaction with other cars.
> I decided to try to make a racing track optimized for racing. It is
> inspired by my test-track that I presented earlier. Nobody said
> anything about what they thought about racing on it, the responses
> were only about driving so I haven't made any drastic changes.
> Why do I believe there is a need for such a track? I don't believe
> such a track exists either in the real world or in a game/simulation.
> With the recent discussions on the difficulty of overtaking in F1
> and the criticism of the Tilke designed tracks in mind I decided to
> try to make a track with good overtaking opportunities.
> Like it or not but it is about this such a track would look like.
> If anyone finds this useful and makes a track with this in mind I
> wouldn't mind either a thank you or some well chosen curses in a
> readme file somewhere.
> Some design considerations:
> There are no curbs. The track is meant to be challenging and I also
> think they look wrong on it.
> The pitarea is placed so it doesn't go into any runoff area on the
> first and last turn. It is deliberate, any entusiastic driver should
> visit a gravel trap!
> You think the track looks too easy to drive? Try it in SimuV3.
> The pits are placed to minimise any silly behaviour by the robots.
> An inside placed pit doesn't work at all.
> The environment is sparse, it fits the name. Anyone may improve on
> it but I think it should have a rural look.
> Now, what about the name? The answer to that question and many (um,
> well, hardly any at all really...) other are to be found if you
> download the track. The readme might be of interest.
> I would also like to hear what you think of racing on this track.
> There are two versions of the track, one difference is the logo
> on the portal above the start/finish line. The track is unchanged.
> The other change is for you to find!
> The track is to be found on txchange:
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