...
I don't want to say too much, but I've have spent some good thoughts on a new
algorithm for creating awesome tracks which automatically bend around
obstacles, can be dynamic in shape without cutting buildings/obstacles
etc., and can be procedurally generated and stored if needed. That means, for
example, that one can build an environment (a city, whatever) and then let the
algorithm compute the tracks along the obstacles automatically depending on
some parameters for controlling the layout of the track to a given degree,
if needed. The process is much more complicated than stated here, is very
mathematical, and also needs some good computational resources, but the
results should be stunning.
I currently don't have the time to work on this idea and to fully implement it
(for the time being), because there are other things I have to do first to get
me in position where I can try this idea out the way I want it. I actually did
some rough calculations with some very small scale models, and the results
look promising. I just have to start anew and adapt everything to make it
usable for a racer I have in mind (but perhaps not your standard AG racer,
but a mix of ground, air, and mid-air racing, don't know yet for sure). So
basically, I have to build the editor for the tracks first, and then I will
see how to map any racing aspects onto it.
So in the long run I'm looking for some skilled/math/graphics people who may
want to work with me on the track editor and on designing the racing aspects
of, hopefully, a very fast, thrilled racing game offering a superior racing
experience. Bold statement!
...