Tazeram wrote:...but it does emphasised their militant-like chunky bodies...
Tazeram wrote:I always loved the intro to Rollcage 1, where you could see the characters like Lenny and Ria next to the tyres... and they were huge, and really put the cars sizes into perspective!
Stinkinmushroom wrote:Hmm I actually prefer the tires now, makes the body of the car stand out a bit more.
Unreal.2K7 wrote:Also, let's just deal with getting the game done, game mechanics wise. Once that's done, additional modes of importing community made art works, tracks and car models can be dealt with.
harrisonosirrah wrote:Lastly, the way they physics system works, (if it is like old RC) the size of the tires will affect how they handle, so this is part of the 'game mechanics'.
Broscar wrote:harrisonosirrah wrote:Lastly, the way they physics system works, (if it is like old RC) the size of the tires will affect how they handle, so this is part of the 'game mechanics'.
Including tire width as a parameter in wheel collider handling is a recent thing because old technology didn't have the computational strength required to deal with that at a reasonable speed. Even so, it's a completely unneccessary feature only used in racing games that have a heavy focus on the simulation aspect of racing.
We have the luxury of treating grip seperately from tire width in the virtual world
Tazeram wrote:I just realised, how did the driver have a good field of vision from the cockpit with those front vents in the way?
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