ayoub05 / vdrift-ogre

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Checkpoints #32

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
Currently if player misses a checkpoint, the Wrong Checkpoint notice comes only 
at the next checkpoint and it is a rather small text. Greater effort should be 
made to make sure player hits checkpoints (I seem to miss them sometimes and 
when that happens, I have no idea where I went wrong).

Some ideas / thoughts:

  * Some visual representation of checkpoints in the game?
  * Maybe an arrow in the UI to point to the next checkpoint.
  * Wrong checkpoint text should be BIG, centered on the screen!
  * Checkpoints should be large to make them hard to miss.
  * Some kind of logic to determine that player passed a checkpoint without touching it to warn before the next waypoint?

Original issue reported on code.google.com by tapiovie...@gmail.com on 27 Mar 2011 at 2:30

GoogleCodeExporter commented 9 years ago
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GoogleCodeExporter commented 9 years ago
Arrow is done in git.
The other points need more discussion - maybe they are not necessary after all, 
now that we have the arrow.

Original comment by scrawl...@gmail.com on 11 Oct 2011 at 9:12

GoogleCodeExporter commented 9 years ago
IMO the arrow alone almost fixes this issue. There is definitely no need to 
visually show the checkpoints. One thing I maybe miss is some kind of 
indication of distance to the arrow, so that if the arrow suddenly switches 
direction I could figure out if it's because the next checkpoint is at an 
extreme angle or if I missed the previous one. Anyway, great work.

Original comment by tapiovie...@gmail.com on 12 Oct 2011 at 2:24

GoogleCodeExporter commented 9 years ago
The arrow is very good for now.
Maybe adding more checkpoints would be good but,
if we wanted to have a better checkpoint stuff I think of 2 possibilities:

1. Automatically add bullet trigger shapes to whole road (every 40 meters or 
so): box for road, cylinder for pipe. Bullet will handle the collision of them 
with car. Need to be sure they don't overlap (bridges in air, crossings, etc).
or
2. Track car's position on spline. Iteratively go thought spline and find the 
closest perpendicular distance to spline, and the t point on spline (0..1).

Both require more cpu (than current sphere checpoints against car pos check) 
and are a difficult task to implement. Have to work good with all tracks or at 
least require not too much modification to work on some difficult ones.

I don't know which is better or easier to implement or better to test and have 
working later.

Original comment by Cry...@gmail.com on 12 Oct 2011 at 5:05

GoogleCodeExporter commented 9 years ago
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GoogleCodeExporter commented 9 years ago
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GoogleCodeExporter commented 9 years ago
Maybe should remove the "Wrong checkpoint" message now? It has a lot of "false 
positives" when driving on twisted tracks.

Original comment by scrawl...@gmail.com on 29 Nov 2011 at 8:04

GoogleCodeExporter commented 9 years ago
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GoogleCodeExporter commented 9 years ago
New implementation isn't needed, but:
1. I need to move up in normal directins those checkspheres in pipes (since now 
they are like 2x bigger because of center in road point not in pipe center).

If we tinkered the implementation, we could extend it so:
2. Automatically make checkspheres every road point (or better, say every 100m).
3. Show them all in editor and then only editing would be to remove those that 
overlap, or even check this auto, at start. Editing must stay, just make this 
auto procedure that will make it a lot easier and faster (for old tracks too).

Original comment by Cry...@gmail.com on 17 Jun 2012 at 9:14

GoogleCodeExporter commented 9 years ago
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GoogleCodeExporter commented 9 years ago
If we have car pos tracing on road spline, then time difference to opponents 
would be easy (I think):
5. Show the time difference to record time (ghost car) either at each waypoint 
or if they are too close to each other, maybe say, every 5 waypoint.

Original comment by Cry...@gmail.com on 1 Jul 2012 at 7:03

GoogleCodeExporter commented 9 years ago
Car pos tracing on spline could be problematic or cpu intensitive.
I think we could try making bullet shape triggers: boxes for road and cylinders 
for pipes. This could be less cpu intensitive? since it uses bullet.

But this needs much time to get those shapes properly placed, and ofc code in 
trigger callback.
Bullet debug has only lines (poor visualisaton, and what to show in editor?).
It could be easy to detect if those shapes intersect (which they shouldn't).
I still won't have time for this.

Original comment by Cry...@gmail.com on 20 Nov 2012 at 6:12

GoogleCodeExporter commented 9 years ago
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GoogleCodeExporter commented 9 years ago
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GoogleCodeExporter commented 9 years ago
I can't imagine much that can be done about missed checkpoints, but there's one 
thing I would like to see; Hologram markers on the road indicating checkpoints. 
Optionally, they should have a different color or appearance based on their 
status (eg: Cyan for current checkpoint, green for passed checkpoints, yellow 
for future checkpoints) or simply rendering only the checkpoints you must get 
to.

It's hard to properly understand the location of a checkpoint based on the top 
arrow. Sometimes I slide offroad in turns, and although I think I can let that 
slip I'm later informed I missed a checkpoint. Markers above the road would 
greatly help with that.

Original comment by MirceaKi...@gmail.com on 12 May 2013 at 2:33

GoogleCodeExporter commented 9 years ago
Yes, I have that planned, was suggested on forum also.
6. Next checkpoint beam (marker).

Original comment by Cry...@gmail.com on 12 May 2013 at 4:02

GoogleCodeExporter commented 9 years ago
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GoogleCodeExporter commented 9 years ago
6. Done.

Original comment by Cry...@gmail.com on 27 Jun 2013 at 4:48

GoogleCodeExporter commented 9 years ago
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GoogleCodeExporter commented 9 years ago
Continued in issue 263.

Original comment by Cry...@gmail.com on 8 Sep 2013 at 7:07