Update to version 0.3.95


Long time no see.
This version includes a very important update although from player's point of view it might not seem as much for the time that passed.

Initial track system was based on predefined paths inside a hex that were activated according to connections with other hexes. Balls tried to stay as close to those paths and were pushed into them in case they moved too far (primitive wall collisions). Each path that connected two hexes consisted of max 5 points and one of them was in the middle of the hex. Because of that the turns were not round. Many players used obstacles to design their own round turns. This looked spectacular but meant a lot of effort put to create something so trivial. Overally the system caused many problems. This is where the idea to redo the track system came in.

I began experimenting with shaders to see if generating all tiles with a shader will be performance wise. Apparently the shaders were not affecting the performance at all even on Android(mobile is not yet supported). It took me a very long time thinking but finally I figured out a solution that worked both for rendering and controlling collisions with the track. Generally speaking the solution is based on calculating distances between circular shapes which is quite fast and simple. This solution allows to dynamically modify the shapes which was also crucial. And what is important, no generation of physical walls is needed.

This took me a long while to implement but I'm very happy with the outcome and I will believe that players will appreciate the effort. Many cool new features are planned so stay tuned.

Enjoy!

P.S. The WebGL build is not yet operational due to some technical problems.

Files

MRC_Win32_0_3_95_earlyaccess.zip 24 MB
Sep 05, 2022
MRC_Win64_0_3_95_earlyaccess.zip 30 MB
Sep 05, 2022

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