Blog: Programming: AV-Racer Devlogs
(1): Getting a functional car model Figuring out a simple and robust car simulation for arcade purposes. In this article the car physics is explained alongside relevant code. |
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(2): Making maps and the editor How maps for the game were created, and how relevant metadata about the track was created using a custom editor. |
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(3): Designing the AI Figuring out how to code a working car AI model from scratch. In this article the process is explained alongside the different models used. |
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(4): Writing a low-level immediate-mode renderer Writing a graphics rendering API using OpenGL with ease of use and modularity in mind. The process is explained on how the algorithms work. |
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(5): Writing a game controller rumble event manager for SDL Managing multiple continous rumble commands over multiple frames under the SDL GameController API. The process is explained with code. |
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(6): A Simple Function-Based Menu System Writing a simple and robust menu system that is easy to implement, work with, and debug. |