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Great idea and nice implementations! And no one has said it, so I say. It is wonderful that you made all these with web languages, not a game engine! I also wanted to do that first. But after trying for some time, I thought web dev technology is too limited for making a fun game. (Of course by that I mean I only could make text games with it, never focused on the graphic/game part of web dev). But you proved me wrong so badly! Thanks for making this wonderful game. And the track fixing sorry text was really nice, I would've been upset if it wasn't there (just too dumb to understand other people's problems). Just a question, was this really AI? Or some way to simulate it? Real AI is too heavy to for my laptop, and not only one, one for each car!
 

(5 edits) (+2)

It's like "reverse training" poisoning optimal solution with random values, so yeah, simulating.

Decided to go for a "feeling" of trackmaina training video over a resource-intensive re-creation, so that it runs well in the browser. Coolest surefire solution would be using actual samples from training, but that would skyrocket loading times or feels to same-ish and you can't edit tracks after that

Training against optimal trajectory in every position  (instead of distance / lap times) results in same effect as now with a lot more CPU usage

GG  and GJ man!