Off-piste simulator: Part 2

I have some  improvements for you since last time!  New stuff in this version is terrain, a rider and some snow-particles. In this demo, try to combine different values to see how the rider and the snow is affected. All parameters is connected together, so you can get pretty cool results.

Launch demo

Terrain
I mentioned that I could add effects to each layer in the heightmap/texture-comp. I now added perlin noise to the base-layer. The offset for each octave is the same as the track-layer-scroll so they are in sync with each other.  By resizing the y-scale of the noise the terrain got more stretched look, like ridges, or dunes, created by the wind. It’s a simple example of distortion and more parameters and effects will be added to create different slopes. I also read out the height-value at the snowboarders position. Notice how the rider floats on top of the terrain minus the snow-depth and depending on the current pressure.

The rider
The guy is a fully rigged model imported from 3d studio max. I have just begun to test the bone-support in Away3D, that is way he is looking like a rookie. For now I just control joint rotations, but later on I will try to add bones-animations and poses, especially if I add  jumps and tricks. I tried to move the joints up and down, but I could not sort that out with correct IK and without destroying the mesh. I’m sure that method would be pretty CPU-intensive as well with all the recursive translations going on in IK. I have to dig deeper into that later.

Just for the record, I’m in fact a skier, so maybe the movements are completely wrong since I never even tried a snowboard :)

Particles
I also added some snow-particles, or animated sprites to be more specific. The animation is dynamic depending on the speed and the pressure. If more pressure and the snow is deep, the particle will fly longer.

I guess next time I will try to make the rider controllable.

Comments (8)

  1. I don’t have that as goal really. I think performance have to be much better so the mesh can be bigger. Maybe for the next generation flash 3d that I hope coming in a near future. But if I can come up with good controls and a fun gameplay I’ll see what happens. Have to find a art director to support me as well. Or else, a crappy Santa-game for Christmas maybe ;) Oh, and I promised Fabrice that I will do a yeti-simulator to :)

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