Vektor Prix is really coming together now. First of all, I did some real world online testing and discovered that networked player movement was glitchy and jittery. It took a lot of digging, and a lot of testing, but I'm happy to say that those problems have disappeared. I figured out where my lag compensation went wrong, and patched it up. Something that helped a lot in this area was using proxies to connect over the internet to myself. This would create real-world lag that I could rapidly test with. I've confirmed that the fixes worked with a live beta test, and will need to get some more people in to see how it handles.
Secondly, I deleted a few of the previous levels and came up with some new ones. There are now ten levels in game, including two boss battles: one for the racing circuit, and one for the deathmatch circuit. If you beat them at the end of the circuit, you unlock their vehicle type. I've been digging the look of the boss pictured above.
Yesterday I got sidetracked and wanted to see if I could still 3D model. After I created an arcade model, I started to wonder if I could import that 3D model into the game. So I created a basic .OBJ parser, found some code snippets for 3D perspective, and used the arcade model in the intro:
After I had a 3D model in the intro, I decided to get them in-game as well. My 3D model display code is not very efficient since it isn't taking advantage of the GPU, but if low poly models are used sparingly it becomes a pretty cool effect. And why not, right?
As for other updates, I've fixed up some settings for dedicated servers, made a system to informed players when the end is near, began tracking and displaying records such as best lap, best time, etc. Vektor Prix also has a system to check and download updates in preparation for alpha testers.
More info coming soon!