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Formula Doo demo

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screenshot of the scene

Author: faytree

Group: Default

Filesize: 0.73 MB

Date added: 2020-07-19

Rating: 6.5

Downloads: 1913

Views: 402

Comments: 7

Ratings: 4

Times favored: 0

Made with: Algodoo v2.1.0

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Inspired by Kenlimepie's video showing a marble race scene made by Max Marble. Being a Formula 1 fan, I wanted to make one myself. My version is quite "basic" comparing to the real sport, it lacks Qualifying, tire simulation, pit stops, etc.



Note:
some changes are done to the lap and standings counter
Last edited at 2020/07/20 05:15:10 by faytree
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Nice work.:tup: Elegant coding.
Last edited at 2020/07/26 12:27:38 by s_noonan
Brilliant! Rather than the cars following a physical track, they follow a "mathematical" track in the form of an array of checkpoints. That is insanely clever, Mr. Faytree! :tup:
@s_nooann & Xray

Thanks a lot! :)
this is AWESOME, put more detail in the track please LOVE it!
Thanks! and I'm very sorry for replying late:blush:

I'd love to do that, to be honest. But I have other things I'd like to do other than that
How do you make your own. I want to know please :o :D
well, if you look into the script menu in one of the cars (the circle), you'd see a variable named _checkpoint which is an array of coordinates that tells where the car will go.


To understand how it works..
here's an example:
_checkpoint= [[coordinate A],[coordinate B],[coordinate C]]

Firstly, the car's target coordinate will be coordinate A, once it's arrived at coordinate A, it will go to coordinate B and so on, until it has arrived at the final coordinate, which is coordinate C.
once the car has gone through all checkpoints, it will return back to its first checkpoint(coordinate A), thus forming a loop.

The car will continue to repeat that loop until it has exceeded the maximum number of laps it can take (also a variable, which is scene.my.tlap)


Note: the car won't exactly go to the coordinates you've set in _checkpoint, it's because I've programmed the car to have a small and random offset value so that 10 cars for example won't have the same target coordinate.


for example, if the target coordinate is [5,0]
car A's target coordinate will be [5.2,0.1]
car B's target coordinate will be [5.76,0.03]
and so on.

tl;dr for this note: "the car's target coordinate may shift a bit (because I programmed it like that on purpose), but it won't be too big for you to worry, hopefully"


And if you're going to race 20 cars, for example, make sure that all of their _checkpoint arrays are the same


also, feel free to use this scene and reupload it with your own racing map, etc. I'd appreciate it if you give me credit for this driver "AI" I made.

I hope this helps! :cool:
Last edited at 2021/06/05 06:13:20 by faytree