[HN Gopher] A chill driving game with procedurally generate scen...
       ___________________________________________________________________
        
       A chill driving game with procedurally generate scenic landscapes
        
       Author : itsuka
       Score  : 526 points
       Date   : 2022-10-23 07:24 UTC (15 hours ago)
        
 (HTM) web link (slowroads.io)
 (TXT) w3m dump (slowroads.io)
        
       | aniforprez wrote:
       | I wish the autodrive had a defensive driving option. As it is, it
       | goes at 120 kmph on these windy roads and takes over the entire
       | available space including the opposing lane. Wish you could limit
       | the speed for a more relaxed cruise
       | 
       | This is very lovely and really relaxing (aside from the crazy
       | speeds the autodrive goes at haha). Kudos to the creator! Btw if
       | you haven't tried the numerous options to change weather, time of
       | day, vehicle and even planet, go for it! There's a surprising
       | amount of options
       | 
       | OH! I'm just finding out that there's a lock that's next to the
       | speedometer that limits how fast the car goes! Damn this is so
       | neat!
        
       | tech-historian wrote:
       | I really enjoyed these settings:
       | 
       | - Autopilot on
       | 
       | - Using the motor bike
       | 
       | - Setting roads to "casual"
       | 
       | - Season to summer
       | 
       | - Cycle timer of 3 minutes
       | 
       | - Setting cruise control to max 120
       | 
       | - Hitting "c" until you get complete first person view
       | 
       | - View distance: Ultra
       | 
       | - Detail: Ultra
       | 
       | Very cool experience, sort of put me in a trance a bit.. and I
       | can't quite put my finger on why!
        
         | crazygringo wrote:
         | When I set it to 15 mph it feels like a really nice
         | screensaver.
         | 
         | Which, really -- turning this into a screensaver for mac/pc
         | that skipped the sound and slowly/gently cycled through days
         | and seasons would actually be really nice! At least on my M1
         | MacBook Air it seems to be pretty low CPU usage.
        
         | dendrite9 wrote:
         | I did the same type of thing with the moon but I had to cycle
         | the camera views a bit until I was comfortable.
        
       | dQw4w9WgXcQ wrote:
       | Requesting a max air-time feature!
        
       | hanklazard wrote:
       | Lots of fun! My favorite part was taking the motorcycle off-road
       | and doing wheelies :)
        
       | saint-loup wrote:
       | Me: nice, a chill, contemplative game, just what I need.
       | 
       | Also me: try to counter-steer at 100 mph.
        
       | cousin_it wrote:
       | Adding a distance-dependent blue tint would increase realism a
       | lot.
        
         | anslo wrote:
         | There is a nice way to set fog to be two-tone - I'll play with
         | that and see what I get. The default Summer mode has quite a
         | distant fog, but the morning/evening weathers are a little
         | mistier.
        
           | [deleted]
        
           | cousin_it wrote:
           | I don't mean fog, I mean just the fact that air is blue, so
           | things get smoothly bluer with distance (or rather, more sky-
           | colored). Check out any mountain landscape, nearby trees are
           | green and distant ones are blue: https://live.staticflickr.co
           | m/1009/531101849_a7d297e0cc_b.jp...
        
             | anslo wrote:
             | True, though in practice that's the way fog is applied in
             | the shader. With the two-tone setup I can have a blue hue
             | in the foreground transitioning into the hard white at the
             | edge of the view dist.
        
       | PedroCandeias wrote:
       | This drives really nicely. Reminds me of some good driving games
       | from the 90s when a keyboard was enough. It's so well done,
       | thanks for sharing!
        
       | purplecats wrote:
       | this is awesome! i love having a web-based chill car game like
       | this to play to calm down, let my brain chill, and play it when
       | im in bed or the middle of thinking or in between meetings.
       | 
       | for the last 5 years or so, its been this game for me:
       | http://uploads.ungrounded.net/alternate/1099000/1099839_alte...
       | 
       | you can see its very similar vibe to yours.
       | 
       | in case you shut down the site, is there a way i can download
       | this for personal use so i can host it on my own servers (in the
       | event you take it down)? thanks for making and sharing!
        
       | drewtato wrote:
       | If anyone is looking for this but as a more complete game, check
       | out art of rally: https://artofrally.com/
        
       | marssaxman wrote:
       | This is really soothing and nice!
       | 
       | The endless explorable landscape is what I wished games could be
       | like when I was a kid.
       | 
       | Any way you could offer an alternative to WASD controls for those
       | of us who aren't using standard keyboards?
        
         | tech-historian wrote:
         | Looks like you can use the arrow keys too.
        
       | siva7 wrote:
       | this is fun on lsd
        
       | kybernetyk wrote:
       | Nice. Do you have a V8 mode?
        
       | krylon wrote:
       | This is really cool! It's a bit much for my puny laptop, but it's
       | fun!
        
       | tagami wrote:
       | For fun, I went off-road immediately and ended up floating over
       | the ocean after a few minutes
        
       | zestyping wrote:
       | This is a really minor detail, but -- how long are the lane
       | dashes? It looks like they're 50% white, 50% space, but in real
       | life they are actually a lot longer and spaced a lot farther
       | apart than most people think. A tiny detail to consider if you're
       | going for realism.
       | 
       | Examples:
       | 
       | https://www.google.com/maps/@37.9700533,-121.9225333,59a,35y...
       | 
       | https://www.google.com/maps/@37.9700286,-121.9224894,3a,60y,...
        
         | bbrks wrote:
         | A typical single lane road in the UK under national speed
         | limits (60mph) have dashes that look like these - if not
         | opposite (longer lines with shorter gaps)
         | 
         | Based on some other road details, like the barriers, bollards
         | and road signs, I'd say it was modelled fairly realistically on
         | UK roads.
         | 
         | https://maps.app.goo.gl/r2ZfKdv9eVUPm4H89
        
           | anslo wrote:
           | Bingo - the dash spacing is still wrong, but it's based on
           | the roads you might find around the Peak District (Cat and
           | Fiddle, Snake Pass, etc.). I didn't reckon many people would
           | mind the line spacing, but it'd be an easy fix
        
             | zestyping wrote:
             | Wow, I was so wrong! TIL, and sorry I imposed an incorrect
             | assumption.
        
         | em-bee wrote:
         | i seem to remember that i have seen them vary in length, and i
         | have the distinct impression that the length variation is
         | dependent on the suggested speed. that is, shorter dashes if
         | you should go slower, longer dashes if you can go faster. the
         | specific details probably vary from country to country.
        
       | [deleted]
        
       | xeonmc wrote:
       | This would be great for Rally racing games, since it's all about
       | reacting to unknown terrain.
       | 
       | Also, it would be better if mouse steering is damping impulse
       | based, i.e. every frame the steering position exponentially
       | decays, mouse position resets to center and the change is added
       | as impulse on the steering position.                 sensitivity
       | = max_ang / ( screenwidth/2 )       decay_rate = 6.0
       | frame(dt){         dx = mouse.x - center_pos
       | mouse.reset()         steer_ang += dx*sensitivity
       | steer_ang.clamp(-max_ang,max_ang)         steer_ang *=
       | exp(-decay_rate * dt)       }
        
         | anslo wrote:
         | Thanks! I'll give that a go and at least add it as an optional
         | alternative, if not the default :)
        
           | xeonmc wrote:
           | Oh, and I noticed that the tyres don't seem to respond to the
           | steerangle changes immediately, instead it seems to slowly
           | interpolate towards it. Not sure if it's cosmetic and does
           | not represent the logical wheel state, but if it does then
           | you might want to change it so that the steer-bar position
           | directly sets the wheel angle, otherwise they'll end up being
           | derivatives of derivatives making it extra sluggish.
        
             | aliqot wrote:
             | bike doesnt lean
        
           | erwincoumans wrote:
           | Any chance for joystick controls?
        
         | consumer451 wrote:
         | I have a keyboard steering related question. I like key
         | control, but I do find the on/off nature of keyboard turning to
         | be lacking.
         | 
         | First let's move WASD over to the right by one key, so ESDF.
         | 
         | S and F would now turn slightly.
         | 
         | Now let's add A and G and assign those to more extreme turning.
         | 
         | Is there any driving game which has done this, or at least has
         | some sort of configurable system where it could be tried? I
         | assume it has to exist somewhere if it is at all usable.
        
           | anslo wrote:
           | Interesting idea - I could try implementing this
           | experimentally
        
             | xeonmc wrote:
             | Or alternatively, have ijkl serve 75% weight and esdf serve
             | 25% weight. Then you can achieve 100%, 75%, 50%, and 25%
             | combinations using both hands.                   Left |
             | Right | Total        ------|-------|------        +0.25 |
             | +0.75 | +1.00         0.00 | +0.75 | +0.75        -0.25 |
             | +0.75 | +0.50        +0.25 |  0.00 | +0.25         0.00 |
             | 0.00 |  0.00        -0.25 |  0.00 | -0.25        +0.25 |
             | -0.75 | -0.50         0.00 | -0.75 | -0.75        -0.25 |
             | -0.75 | -1.00
             | 
             | (two ternary digits -> 3^2 = 9 combinations)
        
           | nomel wrote:
           | > but I do find the on/off nature of keyboard turning to be
           | lacking.
           | 
           | This may interest you: https://aimpad.com/
           | 
           | > Aimpad(r) patented technology adds full analog movement
           | control to the traditional WASD keyboard layout
        
         | whoopdedo wrote:
         | Your description is that steering decays then has mouse impulse
         | added, which makes sense to me. But the code decays the
         | steering after adding the delta-X. Is there a reason for that?
        
           | xeonmc wrote:
           | As the discrete impulse is meant to approximate average
           | derivative, applying decay after the impulse ensures that the
           | value is always attenuated by decay (low frame rate
           | underestimate the ground truth impulse, whereas the converse
           | overestimates at low framerate).
        
         | Toutouxc wrote:
         | > This would be great for Rally racing games
         | 
         | I'm pretty sure the tracks in Dirt 4 were procedurally
         | generated. This made them feel extremely generic and bland
         | compared to the hand modelled tracks in the sibling-series Dirt
         | Rally.
        
           | galangalalgol wrote:
           | That is also why Bethesda switched from procedural generation
           | for Daggerfall to hand built for Morrowind. I have to wonder
           | if we could train a model now to do this stuff? For terrain
           | it is mostly mappable to an image anyway. Could fix undercut
           | cliffs in a post processing step using voxel models instead.
           | Probably not a very good database to pull from for
           | underground stuff though if you want to generate dungeons.
        
           | anslo wrote:
           | You're right - I spent a while looking for existing
           | procedural driving games before I started, and seeing how
           | disappointing the Dirt 4 implementation was was all the
           | motive I needed. Thanks for the kind words.
        
         | astrobe_ wrote:
         | > This would be great for Rally racing games, since it's all
         | about reacting to unknown terrain.
         | 
         | Indeed, eventually you know the tracks by heart, so much so
         | that you don't need the pacing notes anymore. I'm surprised
         | nobody thought of using procedural generation here.
         | 
         | It's not exactly true that you react to unknown terrain,
         | though, because IRL there's reckons in order to make pace
         | notes, and I suspect that rally races tend to happen more-or-
         | less on the same roads.
         | 
         | PS: actually someone did think about using procgen for rally
         | games: https://www.racedepartment.com/downloads/procedurally-
         | genera...
        
       | pmontra wrote:
       | If you're on mobile enable autodrive (the wheel icon at the
       | bottom) and enjoy being a passenger.
        
         | doctor_eval wrote:
         | Looked for this but it doesn't appear on iPad
        
       | Ciantic wrote:
       | Auto-drive could go slower and stay on it's lane for extra
       | relaxation.
       | 
       | Currently I just kept wondering, that driving on a middle of a
       | road with such a tight corners seemed like dangerous.
        
       | comprev wrote:
       | Kudos to the developer! I'm a huge fan of open world driving sims
       | (Forza Horizon series) and find the endless roads (and the long
       | races) a great way to unwind. Knowing the roads is one thing, but
       | add in changing weather conditions and general road traffic, each
       | corner can be different each time you go round. Certainly keeps
       | me on my toes!
        
         | coldcode wrote:
         | Driving off road works too! One thing I wish it had was a look
         | around function so you could admire the scenery when not
         | driving.
        
       | xtirpation wrote:
       | I don't know if there are other achievements but the one with the
       | "What did you expect" text popping up really made me laugh. Good
       | foresight anticipating players like me.
        
       | smusamashah wrote:
       | I have RTX 3080 but fps is low.
       | 
       | - Distance: Ultra - Render scale: 0.75 - Detail: Low
       | 
       | Even if view distance is low, setting detail to med lowers the
       | FPS.
        
         | meheleventyone wrote:
         | You might have GPU acceleration turned off in your browser
         | settings.
        
           | anslo wrote:
           | This has been an issue for a couple of people, yeah - I
           | mention it in the FAQ but I'll probably make a more obvious
           | warning when I detect a low FPS
        
       | PhasmaFelis wrote:
       | I would like an engine noise that's more of a deep rumble and
       | less of a high-pitched whine. But this is nice.
        
       | error_salad wrote:
       | Neat! Will you release the source code?
        
       | annoyingnoob wrote:
       | There is something fun about a flat earth with cartoon physics.
        
       | mlok wrote:
       | Very nice creation ! But sad that AZERTY keyboards are often
       | forgotten in mini games. The game is not really playable outside
       | QWERTY keyboards. (Arrow keys would be a good alternative too)
        
         | marssaxman wrote:
         | I had the same concern, but it turns out the arrow keys already
         | work! They're just not mentioned.
        
         | anslo wrote:
         | Rookie error on my part, apologies - I was needlessly agonising
         | over having to make string comparisons in my input controller.
         | This week I'll be refactoring it to use a map, and be adding
         | some UI for remapping.
        
       | mtoddsmith wrote:
       | How about some relaxing driving music?
        
         | xeonmc wrote:
         | Maybe some Eurobeat
        
       | horsellama wrote:
       | wow, now I can drive on the snake pass from my browser :) kudos!
        
       | greggh wrote:
       | The only correct play is to drive forward a few hundred yards, do
       | a u-turn and drive back past where you started. Very
       | entertaining. Especially when you fall off into the ocean and
       | earn an achievement.
        
         | pmontra wrote:
         | I turned right, drove up the hill in the woods, down to a lake,
         | kept going on the bottom of the lake and arrived to The Edge.
         | Nices views from the top of the hills.
        
           | hinkley wrote:
           | One of the vehicle options needs to be a Lotus, and it should
           | convert into a submarine when you hit the water.
        
       | wishfish wrote:
       | That's very well done. I was pretty happy about turning my Camaro
       | into a Jeep and being able to go off-road for miles before
       | finally running out of map.
       | 
       | The fall and winter modes are especially evocative. Winter with
       | fog or winter with night reminded me so much of driving in Utah.
        
       | otikik wrote:
       | It's chill when you drive into the water, I wish they added some
       | bubble sounds to complete the effect.
        
       | jstanley wrote:
       | Really neat! My only complaint is that the handling is very
       | sluggish. Also it might be nice to have a first-person vew, maybe
       | the camera view contributes to the sluggish feeling.
       | 
       | I _love_ the procedurally-generated landscapes. It really
       | captures the feeling of driving on unfamiliar roads.
       | 
       | I'm curious how the physics works. Is this using raycast wheels?
       | A couple of years ago I made a racing game for Oculus Quest using
       | Godot[0], based on Godot's "VehicleBody", and getting the physics
       | to work satisfactorily was a major headache. But a procedural
       | world would have made it _so_ much cooler.
       | 
       | [0] https://sidequestvr.com/app/1403/ghost-racing-vr-wip
        
         | meheleventyone wrote:
         | The author did a little write up here:
         | https://anslo.medium.com/slow-roads-tl-dr-a664ac6bce40
         | 
         | By the sounds of it they're doing a very simple sim with
         | raycast wheels and not using a rigidbody physics engine.
        
           | kqr wrote:
           | Interesting that they generated terrain first and then tried
           | to fit the road onto it (with the headaches involved, like
           | getting stuck on peninsulas) and not generated road first and
           | then surrounded it by terrain!
        
             | anslo wrote:
             | I figured that was the best way to get organic-feeling
             | roads stitched seamlessly into a far-spanning environment.
             | I also didn't recognise at the time just how hard it would
             | be, but I still think it was the right choice.
        
               | kqr wrote:
               | You are probably right! The results are stunning.
        
         | Aperocky wrote:
         | I think it's because there are only full left and right and no
         | slight turn of wheel like we do 99.9% of time in real driving.
        
         | anslo wrote:
         | Physics are always a major headache - mine are pretty hacky and
         | cut a lot of corners, such as ignoring trees or preventing the
         | car from flipping. I only height-test the wheels, progress them
         | independently, and then resolve the chassis position from that.
         | It's not terribly physically accurate but it gets the job done,
         | and is pretty cheap!
        
           | meheleventyone wrote:
           | Yeah these simple approaches are great and a bit of a lost
           | art. Physics engines give a lot of flexibility and emergent
           | behaviour but add a lot of complication when you want to
           | constrain the madness. I wrote my own simple vehicle for our
           | platform the other day which was a lot of fun:
           | 
           | https://dotbigbang.com/game/b0e8bf8b309b44a3b0abed8f9525e335.
           | ..
        
         | xeonmc wrote:
         | press c
         | 
         | [0] https://www.youtube.com/watch?v=rLB6rP3KHcc
        
           | jstanley wrote:
           | Nice, thanks.
        
         | dahart wrote:
         | > maybe the camera view contributes to the sluggish feeling.
         | 
         | Can confirm. I was physics lead on a console driving game, and
         | we discovered to our surprise that the camera is a critical
         | piece of making sure the physics actually feels like physics,
         | and that it's quite difficult to get the camera right. The
         | camera can make real physics feel sluggish, cartoony, or just
         | wrong, and a great camera can make fake physics feel real. We
         | humans are pretty sensitive to subtle motions.
         | 
         | Making physics feel right is also about lots of other cues too
         | though (cues which aren't here in this game). Sound and effects
         | and even sometimes tactile feedback are also needed to complete
         | the illusion. Sometimes real physics is surprisingly sluggish,
         | and we don't notice how slowly momentum changes until we take
         | away the sounds and bumps and dust and skid marks.
        
           | Jare wrote:
           | > we discovered to our surprise that the camera is a critical
           | piece of making sure the physics actually feels like physics
           | 
           | This was my experience when I made Speed Haste, a 3D racing
           | game back in 95. I spent a few nights banging my head against
           | my car physics code, and being frustrated and tired, I
           | switched to tuning camera code to clear my head. Voila! Car
           | physics and handling felt completely different. As you say,
           | audio was huge too, even back in these primitive and (by
           | today's standards) cartoony times.
           | 
           | I've used this anecdote when teaching gamedev students, to
           | hammer in their heads that games are complex because they're
           | the sum of their parts + the sum of all the interactions
           | between all the parts.
           | 
           | (for the historically inclined, code for the game is
           | available at https://github.com/TheJare/SpeedHasteSrc)
        
         | Gordonjcp wrote:
         | The first bit I landed on looked exactly like the roads around
         | where I grew up...
        
         | FpUser wrote:
         | >"Really neat! My only complaint is that the handling is very
         | sluggish"
         | 
         | I tried it on PC, laptop (both are Windows) and on Google Pixel
         | 6 Pro. All are very fluid. But reaction on keypress I think has
         | slight constant delay. Not sure what's the reason. Anyways I
         | used it on auto drive and just stared for a while.
        
           | jstanley wrote:
           | I'm not saying it's not _fluid_. If anything it 's too fluid!
           | It's difficult to drive fast because the car takes so long to
           | react to your inputs.
        
       | behnamoh wrote:
       | the Mars terrain is interesting. Also, I found out that the car
       | can go just as fast in reverse gear!
        
       | 2Gkashmiri wrote:
       | i loved the drive but the speed is offputting.... i mean it only
       | seems to work when i am like 100km, something that autodrive does
       | while i can expect a mountain winding road to be comfortable at
       | 20-50 because of twists and turns?
       | 
       | like there is
       | 
       | 1. incline effect on the speed (up turns down speed and going
       | down increases) 2. snow effect on wheels 3. traffic mode 4. like
       | above, speed responsiveness at slower speeds 5. gear shifting
       | 
       | thank you for building a great product
        
       | bhelkey wrote:
       | I love the cruise control and auto drive options. I don't find
       | the default cruise speed very relaxing and appriciate being able
       | to bump it down.
       | 
       | A feature request that, if I were you, I would probably say no
       | to:
       | 
       | It would be cool to have URL flags to load with auto-drive on and
       | cruise control at a certain level.
       | 
       | I think it would be fun to easily share what I find relaxing
       | about this. Also it would be a kinda cool default new page.
        
         | porkbrain wrote:
         | Additionally, if you add the seed to the URL GET parameters, I
         | can share this with my colleagues to compete who clocks more
         | kms during a morning stand up.
        
       | [deleted]
        
       | rsync wrote:
       | Oh, I thought this was "Desert Bus"[1] ...
       | 
       | [1]
       | https://en.wikipedia.org/wiki/Penn_%26_Teller%27s_Smoke_and_...
        
       | frogulis wrote:
       | "What did you expect" - ha! Nice. The keyboard controls could
       | definitely feel snappier, but once I got a feel for the mouse
       | controls I settled right in. And taking the coach offroad is
       | super fun!
        
       | chrisdalke wrote:
       | Nice! Loved driving around and trying to break the physics.
       | 
       | At first I was disappointed you couldn't leave the road until I
       | found you just needed to use more speed + boost. After that I
       | spent all the time driving off-road.
       | 
       | I drove backwards at the start and clipped into some geometry,
       | causing the car to gain a ton of vertical velocity and fly high
       | into the air up to the clouds! When it dropped back down it
       | bounced around a lot. Found you could reproduce this by finding
       | where the road surface was clipped and gain some speed before
       | entering it.
       | 
       | This made me think: You should add some planes!
       | 
       | Had a great time exploring.
        
       | thrill wrote:
       | Nice ... needs the occasional pair of superbikes blowing by for
       | realism. :)
        
       | ibdf wrote:
       | Thank you for acknowledging that I made it to the edge :)
        
       | mysterydip wrote:
       | It would be nice if autodrive was on to start so that those on
       | mobile could see it in action, even if control is currently not
       | possible.
        
         | Markoff wrote:
         | you can tap even on mobile on autodrive button and it will work
         | fine
        
       | TheRealPomax wrote:
       | A small note: 80 miles an hour on windy roads, driving in the
       | middle of the road, is not slow and chill. That's "I want to die"
       | fast and reckless... maybe have two autodrive settings. "slow and
       | chill" going appropriate speeds and driving correctly (left/right
       | toggle?) and "landscape zoomies" or something for what it
       | currently does. Right now auto pilot is literally stress inducing
       | =D
        
         | antiterra wrote:
         | Just assume the roads are closed to everyone else but you, the
         | VIP.
         | 
         | As for the speed, it's nowhere near 'i want to die' reckless
         | for those long sweepers and a lot of people do find the rhythm
         | of that sort of driving to be relaxing. The other component is
         | simply that the sensation of speed is always much lower than it
         | would be in real life in these kind of things.
        
         | drittich wrote:
         | If you read "slow and chill" as an imperative, not adjectives,
         | then it works just fine.
        
         | Keyframe wrote:
         | even autodrive managed to crash into hill on the side of the
         | road on me, hah.
        
         | comfypotato wrote:
         | You may prefer the other terrain. At the bottom left of the
         | screen you can switch away from the hills. The other road makes
         | more sense to be flying down the middle.
        
         | taberiand wrote:
         | For real slow and chill, I propose a third setting - "Medieval
         | handcart" https://youtu.be/RlcuPPPXY3w
        
         | picture wrote:
         | There is a cruise control option to the lower right. You can
         | choose a slower speed
        
           | TheRealPomax wrote:
           | Sure, but if the title of the site is "slow roads" and it's
           | billed as "slow and chill", then careening down a road with
           | half your car in the oncoming traffic lane at 80 miles an
           | hour by default is not a good default.
           | 
           | It's a bit like a "ambient study music" site that plays
           | darkstep with flashing lights when you press "just play me
           | something to study to" =)
        
             | [deleted]
        
             | anslo wrote:
             | Ha, true. I'll see to making it a little less reckless, and
             | probably give a setting to have it follow a lane, if it
             | isn't too difficult. The idea of a "slow road" is more
             | about taking the scenic route - back roads like these tend
             | to have some of the highest speed limits, at least in the
             | UK.
        
               | TheRealPomax wrote:
               | Here in Canada 80kph is the maximum for back roads, but
               | when it's twisty by nature, or it's straight with a few
               | turns but has a cliff to one side, that road is a 60kph
               | road. Add most of the time anything S-bend or hard turns
               | will be on a 40kph advisory.
               | 
               | No going 115+ in a blind corner over a road that will
               | launch you off the side of a mountain if you steer poorly
               | =D
        
               | em-bee wrote:
               | i found the bus averaging 80km/h pretty realistic. what
               | felt wrong was the acceleration. it would go to max speed
               | on a straight road even if there was a curve just a few
               | hundred meters ahead. perhaps reducing the acceleration
               | when autodrive is on will help.
               | 
               | maybe you can add a self learning component. every time
               | the vehicle bumps the barrier, it was going/accelerating
               | to fast.
        
               | nomel wrote:
               | > maybe you can add a self learning component
               | 
               | Basic physics is also pretty applicable here. ;)
               | 
               | acceleration = velocity^2 /radius
               | 
               | with a simplified
               | 
               | max friction force = coefficient of friction * car weight
               | 
               | And to tie them together
               | 
               | force = mass * acceleration
        
         | userbinator wrote:
         | That's ~130km/h for those on the other side of the world...
         | which is a normal average speed on the Autobahn.
        
           | [deleted]
        
           | tantalor wrote:
           | Is the Autobahn windy?
        
             | high_pathetic wrote:
             | It is, if you stick your head out...
        
       | robflynn wrote:
       | This is really cool! Thank you for making/posting this. I played
       | around with it for about half an hour to 45 minutes or so. I did
       | manage to break it two or three times but I can't reproduce it
       | reliably yet. I'll provide a proper bug report if I can figure
       | out the exact conditions, but mostly if you go off road and get
       | to the top of a big enough hill and then accelerate down the hill
       | as quickly as you can and crash into a barrier you can sometimes
       | flip yourself over it. When you do, you are no longer tethered to
       | the ground and, instead, kind of hover above it and the road.
       | Sometimes you can slip through the ground and the water, and all
       | other barriers become passable.
       | 
       | https://i.imgur.com/YDyJa5g.png
       | 
       | (edit: It might be related to hitting slightly awkward terrain?)
       | 
       | (edit 2: Got it on video, though my commentary didn't get
       | recorded for some reason)
       | https://www.youtube.com/watch?v=f7U-qS7P2tI
        
         | anslo wrote:
         | Thanks for the kind words! That screenshot looks like the tail-
         | end of the road - the world despawns behind you as you drive,
         | leaving behind this weird-looking trench. That isn't a bug, but
         | it definitely looks like one - the plan is to add a little
         | achievement for driving back that far, so that people will know
         | it's expected behaviour. Don't worry about replicating bugs, or
         | finding exact coordinates; I've been seeing them all stream in
         | on my analytics backend, and they come with all the metadata I
         | need :)
        
           | robflynn wrote:
           | Oh, nice re: the analytics backend. Good thinking! This
           | project has prompted me to dust off some code I was working
           | on a couple years ago, I'm excited to play around with it.
        
       | wizofaus wrote:
       | Very neat, but also made me very glad we don't actually have to
       | steer real cars using a keyboard!
        
       | atentaten wrote:
       | Great job. Reminds me of an old pc game called Vette! I played as
       | a kid.
        
       | fho wrote:
       | Some time ago I added ABS, traction control and some torque
       | vectoring to the Unity CarDemo ... that made the supercar
       | surprisingly handable (is that a word?) even with acceleration
       | levels increased to insane values. Especially with keyboard
       | control (ie full tilt left or right) the car would not spin out
       | in curves. Maybe you get a kick out of implementing some
       | "electronic assists" for your car?
        
         | fho wrote:
         | s/handable/handleable/ ... note to self: write out the words in
         | your head correctly :-/
        
       | ch33zer wrote:
       | Love it! If feel like you should lean into the landscapes, which
       | are the biggest draw, by not penalizing driving off the road as
       | much. Maybe dirt roads with some more floaty handling but not the
       | speed penalty?
       | 
       | Great work!
        
         | anslo wrote:
         | It isn't intentional, that's just the physics of low friction
         | on steep slopes. But you're right, nearly everyone starts by
         | immediately seeing how far off-road they can drive, so it
         | wouldn't be a bad idea to better support that :)
        
           | muznar wrote:
           | Got me surprised when I realized it is a browser game.
           | Driving off-road in Hills gives Just Cause 3 wingsuit over
           | fields vibes.
           | 
           | Feedback, Off-World was incredibly laggy.
        
           | gus_massa wrote:
           | Some underwater features would be nice for people that likes
           | to try silly things.
           | 
           | [Note: It was difficult to reach the water. Most of the time
           | it has some protection, that makes it more realistic. But I
           | finally found a part without protection :) . )
        
       | anon25783 wrote:
       | I got really weird results when I set the seed to 0099FF - not
       | the decimal value of 0x99FF, I mean the literal string "0099FF".
       | I got all kinds of terrain generation glitches including one
       | where the surface on which my wheels rested was a good 50 feet
       | above what the texture was applied to.
        
       | bramgn wrote:
       | The mouse wheel controls your speed. I wasn't aware of this at
       | first.
        
       | shadowgovt wrote:
       | I appreciate the player is rewarded for going offroad. That was
       | fun. :)
       | 
       | I noticed as I approached the edge that large square tiles
       | started to show up (the terrain was still contiguous until I go
       | all the way to the edge, but it divided into uniform-sized
       | squares by increasingly-high dirt walls with no collision
       | detection). I wonder what caused that?
        
         | Animats wrote:
         | Reaching the edge of the world produced varying results:
         | 
         | - "The edge. What did you expect?"
         | 
         | - Going off the edge and seeing the terrain from off the edge.
         | 
         | - A crash.
        
           | fit2rule wrote:
        
       | karmakaze wrote:
       | I think this would be way better if it could work with only the
       | mouse. LMB/RMB for brake/accelerator and moving mouse left/right
       | for proportional steering with steering position visual feedback.
       | 
       | I've always also preferred the more immersive inside-out view
       | where the view rotates directly with direction of motion rather
       | than the overhead/behind view.
        
         | int_19h wrote:
         | Conversely, it would be nice to be able to use the mouse to
         | look around in keyboard mode.
        
         | Moru wrote:
         | Press C for inside out view. Bottom right has some settings for
         | mouse steering.
        
           | karmakaze wrote:
           | Nice.
        
       | Markoff wrote:
       | Great idea, but landscape is not very realistic, I'm driving next
       | to sea or huge lake going uphill, then driving further away from
       | sea, all the time going uphill and after some time I'm back at
       | coast at same elevation where I started while going all the time
       | uphill and NEVER going downhill.
       | 
       | Also why is autodrive driving in the middle of the road and not
       | in the correct lane?
        
         | anslo wrote:
         | That's interesting - the sea plane is set at a y position of 0
         | so I can't imagine how that could happen... You can press F3 to
         | get a debug overlay showing your position, maybe you could
         | verify that the Y value looks correct?
         | 
         | Autodrive is in the middle of the road because it was much
         | easier to implement. I'll see if I can get around to letting
         | you choose a more legal lane-follow option.
        
           | _nalply wrote:
           | I think what happened is that some people perceive they go
           | upwards even when going flat. I discovered that after I once
           | tried to stop at the top of a hill but already was beyond the
           | top because the car started to roll down by itself. Perhaps
           | you could adjust some angles of view?
        
             | Markoff wrote:
             | that's what I tried, it always rolls back and I went
             | clearly long time uphill and at best only flat, but clearly
             | never went downhill to make up for same elevation as I
             | gained to be back at same level with sea where I end up no
             | matter how long I go uphill
        
             | anslo wrote:
             | I think you're probably right. The camera's pitch exactly
             | matches the car's pitch, so I'll fiddle with having it
             | maybe only take 50% from it.
        
         | tokamak-teapot wrote:
         | When driving down country roads in the UK, it's normal to drive
         | in the middle of the road - or entirely on the other side of
         | the road, briefly, if:                 * You have a clear view
         | of the road ahead       * You're wanting to drive fairly
         | quickly, which is when this road positioning can help
        
       | JoeAltmaier wrote:
       | Fun!
       | 
       | Nothing in the lakes; nothing under the sea. Just boring half-
       | light and featureless bottom. Would be nice to see it populated
       | 
       | And you can't hit anything! Can drive right through forests,
       | ghost trees.
        
       | thom wrote:
       | This isn't chill. Surely you have to assume people are going to
       | hold down W but not necessarily want to go at uncontrollable
       | speeds?
        
       | dtgriscom wrote:
       | Rats! No underwater texture!
        
       | MaxBorsch228 wrote:
       | Procedural landscapes are such a fun thing.
       | 
       | When I was in high school I read about perlin noise landscape
       | generation technique in a random blog post. I shared the
       | technique with a friend and he was very excited. A week later he
       | presented a program which rendered Minecraft-style landscapes in
       | ortho projection. A few more weeks passed and he added 3D
       | perspective (using alien tech called "projection matrices"),
       | water reflections, grass and day-night cycle animation with
       | shadows from Sun and stars. All this using Pascal and some
       | primitive bundled-in 2D graphics lib.
       | 
       | Another related high school memory is Audiosurf game, where the
       | road and environment are generated using an algorithm based on
       | music tempo. What if we replace this algo with a modern
       | generative model? Probably literally a bad trip.
        
       | commandlinefan wrote:
       | Man, I wanted something like this when I was a kid. (I liked it
       | as an adult too, but I immediately drove off the road
       | deliberately... just like I would have when I was 12)
        
         | aitchnyu wrote:
         | Around 2000 when I was 11, there was a language called
         | Darkbasic that had a 3d cave runner demo with a procedurally
         | generated track. I made it faster and played it.
         | 
         | http://vplanet.petesqbsite.com/arch128.shtml
        
       | keyle wrote:
       | "The edge" is a pretty amazing place at sunset. Well done.
        
       | bohadi wrote:
       | This is really cool. I was reminded of the following thread on
       | elaborating the illusion of engine sound
       | https://news.ycombinator.com/item?id=32367979
        
       | M4v3R wrote:
       | Wow, I didn't expect I will like this as much as I did. This is a
       | really neat idea and could probably be turned into an actual
       | product. If the author added some more content (like some
       | landmarks sprinkled on the landscape every now and then, possibly
       | some varied terrain eg. bridges over rivers, cities/villages,
       | windmills, dams, maybe some simple wildlife, etc.) and released
       | it on PS4/PS5 for few bucks I can imagine it could sell pretty
       | well.
       | 
       | Edit: Seems there's actually a way to support the developer on
       | Ko-Fi: https://ko-fi.com/slowroads
       | 
       | Edit 2: Also props for good optimisation, it runs flawlessly on
       | my M1 Macbook even on the highest setting.
        
         | aniforprez wrote:
         | It actually does generate bridges over bodies of water. If the
         | road goes over a lake/river, it creates a simple bridge over
         | it. I'm not sure if there are other bridge types
         | 
         | I'm not sure I want cities but I agree with adding a few
         | villages and landmarks
        
           | M4v3R wrote:
           | Yeah cities might be overkill, but small villages you can
           | just pass through would add in to the chill atmosphere of
           | driving the countryside.
        
           | EwanG wrote:
           | If we're putting in requests, my two would be a forest
           | setting (would allow the Autumn option to be more colorful -
           | particularly with some Aspen) and a Mountain/steep valley
           | option.
           | 
           | And yes, please advise when it's available for sale :-)
        
             | anslo wrote:
             | The next location I add may well be a denser forest in the
             | mountains - I'm picturing tunnels, fog, and snow at higher
             | elevations.
             | 
             | I don't plan to sell it, but you can follow my twitter for
             | updates. I'd like to keep it freely available if I can :)
             | 
             | https://twitter.com/anslogen
        
               | EwanG wrote:
               | Made a KoFi contribution. Perhaps one of your "goals" can
               | be to hit a level where you can keep it freely available?
        
               | anslo wrote:
               | Much appreciated! There isn't any reason it can't be
               | freely available; it costs almost nothing to host.
               | Development time is the true cost, so it's more a
               | question of how much I'm able to add.
        
               | khold_stare wrote:
               | Why not both? Have a free version and a paid version with
               | more features/terrains/cars etc.
        
         | Kukumber wrote:
         | The beauty of that project is not because it is a product
         | 
         | It is the fact that it is freely available for everyone to
         | experience it thought your browser
         | 
         | Racing games? there are a shit ton on
         | steam/ps/xbox/switch/mobile
         | 
         | Money people are very annoying
        
       | remram wrote:
       | For anybody else on mobile, I found this video of it:
       | https://youtu.be/mEDywA7aVLo
        
         | anslo wrote:
         | And here's the trailer:
         | 
         | https://www.youtube.com/watch?v=OZ8zH1CzKSM
        
         | kqr wrote:
         | I was really glad for the "I'm not on mobile" button - I am on
         | mobile, but I do have a keyboard on it!
        
       | bitwize wrote:
       | It popped up a message saying "Hold shift to increase
       | acceleration". But I got the feeling that I was playing it wrong
       | if I went far above 40 mph, so the shift key seems perfectly
       | useless.
       | 
       | Lovely countryside -- very evocative of winding country roads in
       | the southern or midwestern USA -- but I get stressed out when
       | driving even in a simulation; real world driving is worse, so I'm
       | not feeling the "zen".
        
       | anslo wrote:
       | Neat, this is my project - thanks for sharing! For anyone
       | interested, I have a brief overview post up on Medium while I
       | work on a deeper technical write-up:
       | 
       | https://anslo.medium.com/slow-roads-tl-dr-a664ac6bce40
        
       | Kkoala wrote:
       | Nice, looking great. Roadster feels like a super heavy electric
       | car though :D
       | 
       | Controller support would be great. Or I wonder if there is
       | already some way to map the controller inputs? Browser extension
       | maybe
        
         | anslo wrote:
         | I've heard it's mappable on a steam deck, but I don't know
         | about others. Controller support is one of the most-requested
         | features, so I'll be trying to work on it this coming week.
         | Thanks!
        
           | quasarj wrote:
           | Excellent! Yes, it would be much more chill if I didn't have
           | to use keyboard steering :)
        
         | MrFoof wrote:
         | Well, the roadster is also a 2+2 coupe reminiscent of a 5th
         | generation Chevrolet Camaro, which is ~3860lbs (1750kg) for a
         | V8.
         | 
         | A roadster would be a 2-seat convertible (no C-pillar), like a
         | Mazda MX-5 (Miata) or a Porsche Boxster.
        
       ___________________________________________________________________
       (page generated 2022-10-23 23:01 UTC)