For now there's ?seed=myseed&topo=[easy|normal|hard] but I'll be adding more in future!
Yes, and I'll be adding query params for for all other config options too
Rookie error on my part, apologies - I was needlessly agonising over having to make string comparisons in my input controller. This week I'll be refactoring it to use a map, and be adding some UI for remapping.
Much appreciated! There isn't any reason it can't be freely available; it costs almost nothing to host. Development time is the true cost, so it's more a question of how much I'm able to add.
And here's the trailer: https://www.youtube.com/watch?v=OZ8zH1CzKSM
Bingo - the dash spacing is still wrong, but it's based on the roads you might find around the Peak District (Cat and Fiddle, Snake Pass, etc.). I didn't reckon many people would mind the line spacing, but it'd be an…
You're right - I spent a while looking for existing procedural driving games before I started, and seeing how disappointing the Dirt 4 implementation was was all the motive I needed. Thanks for the kind words.
Ha, true. I'll see to making it a little less reckless, and probably give a setting to have it follow a lane, if it isn't too difficult. The idea of a "slow road" is more about taking the scenic route - back roads like…
Thanks for the kind words! That screenshot looks like the tail-end of the road - the world despawns behind you as you drive, leaving behind this weird-looking trench. That isn't a bug, but it definitely looks like one -…
Interesting idea - I could try implementing this experimentally
True, though in practice that's the way fog is applied in the shader. With the two-tone setup I can have a blue hue in the foreground transitioning into the hard white at the edge of the view dist.
I think you're probably right. The camera's pitch exactly matches the car's pitch, so I'll fiddle with having it maybe only take 50% from it.
This has been an issue for a couple of people, yeah - I mention it in the FAQ but I'll probably make a more obvious warning when I detect a low FPS
I figured that was the best way to get organic-feeling roads stitched seamlessly into a far-spanning environment. I also didn't recognise at the time just how hard it would be, but I still think it was the right choice.
I've heard it's mappable on a steam deck, but I don't know about others. Controller support is one of the most-requested features, so I'll be trying to work on it this coming week. Thanks!
Physics are always a major headache - mine are pretty hacky and cut a lot of corners, such as ignoring trees or preventing the car from flipping. I only height-test the wheels, progress them independently, and then…
That's interesting - the sea plane is set at a y position of 0 so I can't imagine how that could happen... You can press F3 to get a debug overlay showing your position, maybe you could verify that the Y value looks…
There is a nice way to set fog to be two-tone - I'll play with that and see what I get. The default Summer mode has quite a distant fog, but the morning/evening weathers are a little mistier.
It isn't intentional, that's just the physics of low friction on steep slopes. But you're right, nearly everyone starts by immediately seeing how far off-road they can drive, so it wouldn't be a bad idea to better…
The next location I add may well be a denser forest in the mountains - I'm picturing tunnels, fog, and snow at higher elevations. I don't plan to sell it, but you can follow my twitter for updates. I'd like to keep it…
Thanks! I'll give that a go and at least add it as an optional alternative, if not the default :)
Neat, this is my project - thanks for sharing! For anyone interested, I have a brief overview post up on Medium while I work on a deeper technical write-up: https://anslo.medium.com/slow-roads-tl-dr-a664ac6bce40
For now there's ?seed=myseed&topo=[easy|normal|hard] but I'll be adding more in future!
Yes, and I'll be adding query params for for all other config options too
Rookie error on my part, apologies - I was needlessly agonising over having to make string comparisons in my input controller. This week I'll be refactoring it to use a map, and be adding some UI for remapping.
Much appreciated! There isn't any reason it can't be freely available; it costs almost nothing to host. Development time is the true cost, so it's more a question of how much I'm able to add.
And here's the trailer: https://www.youtube.com/watch?v=OZ8zH1CzKSM
Bingo - the dash spacing is still wrong, but it's based on the roads you might find around the Peak District (Cat and Fiddle, Snake Pass, etc.). I didn't reckon many people would mind the line spacing, but it'd be an…
You're right - I spent a while looking for existing procedural driving games before I started, and seeing how disappointing the Dirt 4 implementation was was all the motive I needed. Thanks for the kind words.
Ha, true. I'll see to making it a little less reckless, and probably give a setting to have it follow a lane, if it isn't too difficult. The idea of a "slow road" is more about taking the scenic route - back roads like…
Thanks for the kind words! That screenshot looks like the tail-end of the road - the world despawns behind you as you drive, leaving behind this weird-looking trench. That isn't a bug, but it definitely looks like one -…
Interesting idea - I could try implementing this experimentally
True, though in practice that's the way fog is applied in the shader. With the two-tone setup I can have a blue hue in the foreground transitioning into the hard white at the edge of the view dist.
I think you're probably right. The camera's pitch exactly matches the car's pitch, so I'll fiddle with having it maybe only take 50% from it.
This has been an issue for a couple of people, yeah - I mention it in the FAQ but I'll probably make a more obvious warning when I detect a low FPS
I figured that was the best way to get organic-feeling roads stitched seamlessly into a far-spanning environment. I also didn't recognise at the time just how hard it would be, but I still think it was the right choice.
I've heard it's mappable on a steam deck, but I don't know about others. Controller support is one of the most-requested features, so I'll be trying to work on it this coming week. Thanks!
Physics are always a major headache - mine are pretty hacky and cut a lot of corners, such as ignoring trees or preventing the car from flipping. I only height-test the wheels, progress them independently, and then…
That's interesting - the sea plane is set at a y position of 0 so I can't imagine how that could happen... You can press F3 to get a debug overlay showing your position, maybe you could verify that the Y value looks…
There is a nice way to set fog to be two-tone - I'll play with that and see what I get. The default Summer mode has quite a distant fog, but the morning/evening weathers are a little mistier.
It isn't intentional, that's just the physics of low friction on steep slopes. But you're right, nearly everyone starts by immediately seeing how far off-road they can drive, so it wouldn't be a bad idea to better…
The next location I add may well be a denser forest in the mountains - I'm picturing tunnels, fog, and snow at higher elevations. I don't plan to sell it, but you can follow my twitter for updates. I'd like to keep it…
Thanks! I'll give that a go and at least add it as an optional alternative, if not the default :)
Neat, this is my project - thanks for sharing! For anyone interested, I have a brief overview post up on Medium while I work on a deeper technical write-up: https://anslo.medium.com/slow-roads-tl-dr-a664ac6bce40