i cannot believe these fuckers had the gall to make even the 500 angry looking are all cars designed by people who wear backwards baseball caps?
real hmph nice try kid energy
No they’re just marketed toward them
Ugh angry Joops are the worst.
It is 2020, and it is time to post some happy cars itt, which want to get the official SB approval seal for happy cars galore (ASFHCG):
…
so far for a first batch, huh.
and last but not least, a few words of encouragment for this poor, unhappy Matra here…
http://1.bp.blogspot.com/-LcAjnZbKAdA/U6gf8o07eZI/AAAAAAAAzcc/UsKyWpzEMGY/s1600/1280px-Oldtimer_Show_2007_-039-_Matra_530_LX.jpg
… and this Nissan, who seems to be unsure whether he should be happy or not:
I love the autozam so much
Even just as a name
AUTOZAM
This is seriously dorky but I have to respect the effort/enthusiasm
That’s adorable!
Would be a fun game too
did they… rip the announcer voice from Ridge Racer for the “3-2-1-go”? sounds extremely close
there are some framedrops. it’s mostly 60 FPS but it isn’t locked, at least in this video. going frame-by-frame reveals quite a few drops
looks pretty cool though. don’t think they needed 3 digits for the decimal given they don’t seem to be doing any interpolation when you finish. it’s just a frame timer with an extra digit afaict. i never got the point of a 3rd digit if you aren’t going to give sub-frame results
Yep, the times all end in numbers divisible by 16, so they’re just reading to the most significant digit used at 60 fps (= 16.67 ms per frame = .016s (if you round down like a chump)). So there’s accurate-ish information but not really useful information past two decimal points, any successive frame will also adjust the second digit past the decimal, unless you run at >100fps. Maybe you can!
this brings up something else. what is the first racing game to feature a thousandths digit in the decimal?
the first one i know of (wave race 64, released in 1996) runs at just 20 FPS, but apparently does some calculation using speed and position when crossing the finish line that allows it to give you an accurate time to the thousandths. because this is only possible after finishing, the last decimal will just increment by 1 every frame while the race is ongoing. the game can even subtract from the last displayed time during the race depending on how the calculation goes as a result. e.g. you can go from 1’03"999 (last displayed time) to a 1’03"950 final time.
f-zero x works the same way but hides the 3rd ‘junk’ digit while racing and only reveals it after completion. incidentally, wave race 64 and f-zero x share the same lead programmer (Keizo Ohta).
anyone have any earlier examples?
This is pretty straightforward in the math, since normal game movement is position = last position + velocity * time elapsed since last frame
, you can break it down to find where it was at a point in time, if you treat the finish line as a point between last position and current (it’s just like using a lerp algorithm). It’s similar to how collision resolution works, too, when it needs to push an object just outside of another object.
Morgan builds a 2 wheeler.
properly german
Isetta Machinegun
Imagine an LA Machine-guns / Lucky & Wild style game but its about blasting and bouncing your way down the German alps in this vehicle with the kick back from the gun pushing you all over the road, low poly brass bouncing all over the place.