Monthly Archives: June 2012

Unity Kart Demo Update – Physics and Environment Art

Visually you’ll see some changes in tonight’s build. You’ll notice I’ve started to work on the environment and got some stuff in there. Maybe one more week and the entire environment will be complete. On the scripting side I’ve implemented some more blocks of code to handle slippage at higher speeds…this physics scripting is intense stuff. I’m starting to learn to wear the scripting hat. I spend all day coding/testing stuff and then I’m thinking “man I wish I had an artist to handle all of that silly environment art lol”. I love it…it’s why I do it.

So bullet point 1.) environment art update 2.) physics for higher speed slippage, etc. accomplished today. Oh and if you find you are interpenetrating art geometry it’s because I haven’t gotten around to opening up the collision file and updating it to match the new art. All in good time.

As usual you can test the updated build at:

Updated Build – Super Kart Racing Demo

Build has been updated today with actual updating GUI elements for lap counting and lap timing. It’s rough right now, and not the final look of the text in the UI, but the functionality is working (only slightly buggy :). I’ve also implemented some nice UI graphics that slide in quick when you hit a checkpoint in the road. They ease in/fade in and ease/fade out when triggered onto the screen.

Check the latest build at

Brand new Web URL


I’ve migrated all of the HTML code to run embedded on a new web site now. It’s a site purely dedicated to my Unity development work.

You can find the current builds of the Kart Demo at this link (got a proper URL and all now):

This is where I’ll be updating the build each night with updates as I progress.


Unity Kart Demo – Menu UI

Worked on the HTML for the web page interface for the game. Also I’ve worked more on the main menu interface, trying to get it closer to representing something useful. Today was mostly HTML and main menu work for the buttons, etc. I’ve also got a splash page working (with the fatbox logo) as the game menu loads.

As usual here’s the link, go check it out!

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Unity Kart Demo – Lap Count System (including checkpoints)

Decided to start doing a daily video log (2-3 minute videos max) describing what I accomplished in the build that given day. Also a good spot to share info, scripts and any implementation specifics with other folks.

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Unity Kart Demo – Web Playable

So I’ve have some updates:
As of today I finally gotten a small LCD tach and speedo on the steering wheel working. As of right now it’s not reading out RPMs. The MPHs are not rounding off properly (bad math code or something) so they jitter a bit on the panel. The track is standing in for the final path, it’s textures and UVs are not complete either so you’ll see some parts of the track where the grass/dirt blend is not broken up. Also all of the GUI elements on screen are not the final game UI. They are stand-in debugging items.

Integrated new speed-based vehicle handling (not sure how accurate it is yet)..but basically your steering becomes less sensitive the faster you go. I’ve also got a new sound manager working. You have engine sounds based on RPMs, you have a wind passing by you sound based on velocity. The sounds are not fully looped yet in Audacity, so you will hear some pops. I’ve also implemented a camera shake animation on the cameras based on velocity as well. The camera shake has been polished up in the latest build which isn’t up tonight.

I’ve gotten feedback about implementing a handbrake for sliding through turns and feedback about adjusting the slip when taking turns and such. I’m working on, the physics calculation stuff is a little more complex so I usually tackle easier things first.

Next task is to get some raycast AI working in the scene (one’s that can avoid obstacles dynamically, etc.). So not just the simple “follow a spline” fellows.

Anyways here’s a link:

This is where I will host the game (so I will test it this way as well)….hit the button at the bottom called “Kart Race Experiment”. It will take you directly to the current build.

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