by HyenaRacer45 » Tue Nov 11, 2014 2:31 am
The programmers are working on a solution to massively overhaul the terribly inefficient openGL engine currently used for the game as it is now. I think the best way would to use ioquake3 significantly modified as the render engine for a compatibility mode for older machines or netbooks (as netbooks are generally very weak graphically). Now instead of light points we could use emissive lightmaps from the brake light texture. PLus have a basic pale grey texture of the car then multitexture with the decals and/or paint scheme, even decals could be applied much like the new 3d nitronation for android using this render system, I am already considering putting forth the effort to make such a project, as well as switch the car meshes to a natively blender friendly format. No more AC3D issues, I am thinking of PLY, maybe LWO, or even MS3D (milkshape). That will be the new format with either simple wheels like now or full meshed wheels (no texture but shader surface) at the players option. Also fix the Datasheet area up a little to include OHV, SOHC,DOHC, 48valve 60valve, 72valve etc type of descriptions to the engine type. And capitalize the "l" as "L" or even used the british "Litre" for engine size unless defined as cc in the xml then cc or ci can be displayed also all forms cc, cid, Litre may be used by cummulitivly stating engine size as capacity=7.1 unit=L .... capacity=7106 unit=cc .... capacity=432 unit=cid
so that it shows "432cid V12 7106cc 7.1Litre V12" and below would be" 60valve SOHC design". That is a preview of the project I am strongly considering as a morphology of Speed Dreams. Many more new features are also planned