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Why
Develop Type S: driving skills required
(original
development statement)
Imagine
you owned some of the world's finest and most expensive cars. What
would you do with them? Go back and forth to work, head to the beach,
hit the movie theater? Show your vehicle off by cruising down Main
Street? Thought so. Who would want to ruin such a costly piece of
craftsmanship anyway? In Type S: Driving Skills Required you, the
driver, can take your superior automobile and do everything you
always wanted but never had the guts to. That means putting the
pedal to the metal in tight city alleyways, driving at insane speeds
through downtown areas in heavy traffic, and participating in intense
street races. Best of all, when you trash your car or get caught
by the cops you don't loose money or do hard time. You just press
reset and start over.
The
goal of Type S: DSR is to give players the opportunity to race some
of the finest engineered cars in the world, even if they can't afford
to buy one for themselves. Lifelike 3D environments and detailed
car models give Type S: DSR a realistic feel found in no other conventional
racing game.
The
Creator
I
am your ordinary college student, with some graphics and programming
skills, that doesn't have enough pennies for a bran new Italian
super car. To date I have never seen a racing game that gives the
driver the freedom and flexibility to drive any car AND enjoy its
real life physics in an open world. Because of this I have decided
to test my abilities and see if I can make a game that incorporates
these elements!
History
and Current Development
The
last project I worked on was an exciting RPG entitled First Reality.
It was a game that was created through the efforts of some of my
most talented friends. I would like to take this opportunity to
thank them for the experience they gave me and for their support
of this project.
Currently
Type S: DSR is a non profit project aimed at testing my talent in
graphics and programming. If enough support is generated in the
future, it may become available to the entire internet community
for development.
The
following is a description of my ultimate goal. Please note that
whether or not I achieve this goal is based on the time and resources
that become available to me, and the final product may turn out
different than expected.
Modeling
the Cars and Physics
Type
S: DSR will feature a dozen of the finest automobiles in the world.
Each model is digitally replicated with the help of a long 3D scanning
process, which examines the model through Rapid Prototyping. This
gives the most precise measurements and proportions possible. After
the data is collected every polygon, point and line is carefully
modeled by hand using high-powered 3D software, producing the most
realistic looking car model possible. Each car features over 6,000
polygons and takes between three and six months to complete.
Every
movable part is separate and is implemented on its own matrix and
coordinate with OpenGL. This allows for independent damage modeling
because each object can be transformed separately. This allows for
extremely detailed damage on the car after collisions and crashes.
It also allows for an "edit car" mode, in which the user
can change body parts, paint, suspension types, and engine tweaks
for the automobile that person chooses to play with.
Type
S: DSR will also feature a brand new physics engine designed to
simulate realistic driving conditions. The formulas of the engine
will calculate and compensate for every condition imaginable. From
air drag and road traction to independent suspension and tire compound.
My goal is to ultimately develop the most realistic physics engine
to date, one capable of simulating any automobile of any class.
Another
new feature to be included in Type S: DSR is the free camera. This
will allow the driver to choose any view he or she can think of,
whether it be a behind the wheel view or one looking down from a
building three miles away.
There
will be more features added as development continues.
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