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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.

Developer's Resources

User Development Guide Coming Soon!

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Development Roadmap   2002 - 2006