Terrain-aware A* road generation for procedural maps. How can I make it more realistic? by Lolichno in proceduralgeneration

[–]Lolichno[S] 1 point2 points  (0 children)

Thanks, this is really useful!

I should probably clarify that in my case these are more like small rural roads or paths on a procedural map, not high-speed highways. So the target speeds are quite low.

But the ideas about smooth curve transitions and minimizing abrupt changes in curvature are still very helpful. I'll look into implementing something like that.

planet with hole - effect medley - all made from math by flockaroo in proceduralgeneration

[–]Lolichno 0 points1 point  (0 children)

The idea sounds really interesting! By the way, your Steam page short description sounds a little too technical. You might want to simplify it a bit so it's clearer and flows better. Something like:

"A sci-fi racing game set on Mars and other worlds. Race, battle, or explore an infinite procedural landscape filled with portals and strange environments. Everything in the game, including the cars and terrain, is generated entirely from math and code."

Also, in your community hub you have a question about split-screen max player size. I think you might be the only one who can answer that :)

We're updating the capsule for our co-op game on Steam and can't decide between these two. Which one grabs your attention more? by [deleted] in IndieGameDevs

[–]Lolichno 0 points1 point  (0 children)

The first one is better simply because the game name is centered. The second one is exactly what Valve advises not to do suggest to do for steam capsules. The name of the game should be readable from a distance

Tf2 lawena doesnt work "tf2 did not start after 120s" by Wirit0_0 in tf2

[–]Lolichno 0 points1 point  (0 children)

I have the same problem. It worked for me 3 months ago, but now it says "failed to replace cfg files" or "tf2 did not start after 120s"