While I’m waiting to implement the 3D opengl 4.6 engine (which will take me some time), I decided to reintegrate the OpenScenegraph engine into Cars Sports Racing for players who want more significant effects.
- I modified the color of the particles when the wheels spin, which seemed too white to me.
- But this system will have to be modified to use particleEffects::SmokeTrailEffect, which corresponds more to the desired effect. Currently the implementation uses the classic particle system which increases the vertical position of these particles, which is not wanted.
- The HUD does not work either, so I disabled it for the moment, I will have to start from scratch for this part.
- After testing for several years on Speed Dreams the different shadow systems, the one that is the fastest and most realistic remains the lightperspective. There remains the problem of multitexture which disappears with this shadow system, so perhaps completely reimplement this module in CSR.
- I should also modify the acc loader. Currently, the loader takes the entire scene and places it in a group. However, you have to put the objects that need to generate a shadow in one group and those that receive the shadow in another group. Furthermore, by modifying the loader, it would be (in theory) possible to apply shaders to groups of objects in the scene.
- I will certainly modify the track module as well, as a significant number of objects could be instantiated (trees, spectators, cars, etc.), and this could improve the rendering of the scene.
- I’m also thinking about changing the implementation of the car lights, which currently have a bug that makes them visible behind an opaque surface.
- I also need to convert the mirror display to a texture pre-render and apply it to a frame in the HUD to avoid the shadow display problem currently caused by the scissor.
All of this will allow me to better implement the OpenGL 4.6 engine.
