https://github.com/unframework/pursuit
Pursuit Hunter Night Drive
https://github.com/unframework/pursuit
Last synced: about 1 year ago
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Pursuit Hunter Night Drive
- Host: GitHub
- URL: https://github.com/unframework/pursuit
- Owner: unframework
- Created: 2017-08-16T04:36:10.000Z (over 8 years ago)
- Default Branch: master
- Last Pushed: 2018-03-04T21:59:40.000Z (about 8 years ago)
- Last Synced: 2025-02-12T13:56:34.578Z (about 1 year ago)
- Language: JavaScript
- Homepage: https://unframework.github.io/pursuit/
- Size: 166 KB
- Stars: 1
- Watchers: 1
- Forks: 0
- Open Issues: 0
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Metadata Files:
- Readme: README.md
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README
# Pursuit Hunter Night Drive
## Architecture
It makes sense to break things up into biomes of sorts. Even though some things are reusable between them (road signs, etc), they define a lot of the shape. And transitions are important to get right.
Road topology is independent of a biome. Tunnels could be less conducive to on/offramps, but I don't see why avoid them. Especially since urban tunnels feature them often. However, biome boundaries have to be simple and well-defined - no offramp right before a biome change.
Physics is then only dependent on road topology. Biome definition code receives the latter, too, with a guarantee of "clean" entry/exit.
Topology seems to make sense as series of circular arcs. Not entirely realistic, but definitely mimics games.
Things like lights, etc, are part of a biome definition. So then they should be independent of a road segment.
Another complication is lane count.
## To Do
- use solipsistic origin point
- spline render for roadway and fences
- road texture
- lighting model, average lights plus passing spotlight (use light-field approach with 2D texture?)
- overhead signs and speed indication signs
- road-painted signs
- traffic
- onramp/offramp
- track remote objects set
- semi-irregular horizon twinkly lights (do major road outlines and random inbetween)
- overpasses and underpasses