Timeline for Defining the track in a 2D racing game
Current License: CC BY-SA 3.0
8 events
when toggle format | what | by | license | comment | |
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Sep 8, 2012 at 12:50 | vote | accept | Ivan | ||
Jun 4, 2012 at 23:36 | answer | added | amitp | timeline score: 3 | |
Jun 4, 2012 at 21:14 | answer | added | gkimsey | timeline score: 2 | |
Jun 4, 2012 at 20:19 | answer | added | MarkR | timeline score: 3 | |
Jun 4, 2012 at 17:14 | history | tweeted | twitter.com/#!/StackGameDev/status/209694734619385856 | ||
Jun 4, 2012 at 15:05 | comment | added | Darkwings | Finding the distance from a line representing the center of the track is what I would do to check if a car is on the track or not. And for 'in-game performance challenge', you could add a second line representing the best track (the fastest one) so that the AI would be a bit smarter. | |
Jun 4, 2012 at 14:10 | answer | added | knight666 | timeline score: 5 | |
Jun 4, 2012 at 13:56 | history | asked | Ivan | CC BY-SA 3.0 |