Okay so I’ve been busy working on another iPad project for myself, so the Kart Demo got neglected for a few days. I came back with a vengeance and smoothed out the physics on the player vehicle and the AI now path smoother (they also have turning wheels now!). Still need a new set of Waypoints for the blue AI. I’ve also implemented a new driver model (completed modeling, normal mapping, rigging and animations, etc.)…the same model has been applied to the AI. It was a bit tricky getting the AI models to play their animations without having any keyboard control input to trigger them.
I ended up hooking into the existing script for Waypoints that controls turning of the AI wheels/car ( I used it’s wheelAngle variable to to set an “if-else”). This would readout a numeric degree of that variable, which I could read from and say, well if the degree number is +15 or greater play the “TurnRight” animation… else if the degree number is -15 or less play the “TurnRight” animation, else play the “Idle” animation (which is a static animation right now.)
I’ve also got the mini-map working in the build too. It’s actually pretty solid right now. I may polish the little blip texture a bit, but it’s pretty much completed. I used a second GUI camera in scene, set its viewport clipping so it only appears in a section of my game window. I set the camera depth for the mini-map to always render on top of the game camera, placed in a GUITexture for the map of the track, placed (3) 16×16 blip textures for AI and the player and created simple code that makes them follow their assigned transforms (i.e. player or AI vehicles).
I feel it’s really coming along now, starting to look like something finally!
Check the latest build out at : http://www.fatboxsoftware.com/#/kart-demo/4565740225