Pulsedrive will be a single-player experience of high speed.You will be able to choose between three different ships, which are accelerated by the pulse of music. Because the music becomes faster and faster it will be more and more difficult to steer your ship through the courses. The longer you are able to control your ship without crashing into the wall the higher will be your score. Your ship is limited in stability. Passing gates activate a multiplicator for points, which is increased when you pass gates one after the other.
After months of bugfixing the basic ship-physics is working correctly and we have created some flags for decoration which use the new [w]tech LOD feature!
Posted by unrealer2 on Apr 14th, 2012
We released many news about assets and the style of Pulsedrive. Now we are ready to start with the core of our game: Gameplay
First one is the only one rendered in the later game. Second is a simplified collision hull, which is used for standard physics. The third object is a special surface for the ship to keep a certain distance and the right orientation. At first we tried to use the collision hull for this purpose too but the we ended up flying at the wall and drifting into infinity. This three objects are combined in one 'MeshSet', which can be handled in the editor as if it were one object.
Again a presentation of something visual for Pulsedrive. Today many games use cloth physics for flags to create a realistic look. But this would be an overkill for our use, so we decided to use a combination of normal map and vertex shader to animate our flags.