Hi all, it has been almost 4 years to the month since I posted the original flash mario kart type engine.

Not alot has happened with the engine on my behalf since then, other than a version I tried to get complete for mousebreaker and have yet to do so (sorry Stotty!)

However, mid Feb of this year Lets Design contacted me asking for my collaboration in creating a new racing game, sponsored by, and used to help promote a new site, www.gamersenterprise.com

http://www.3drallyracing.com/play.php is the current result.

A Flash 8, 5 track rally game with a choice of 2 different cars and 3 AI opponents.

The game is yet to be officially launched (the site is obviously still being worked on and I'd still like to add some more features/tweak some bits) but am hoping you all will be able to test it and report any bugs back, or make any suggestions to add to the game.

Thanks

PercyPea

p.s. Hopefully the next version will be flash 9 and AS3 powered

p.p.s. For those interested, heres some technical/marketing type press release i've been asked to put together for the game :-

3D rally racing uses a 2nd generation mode 7 engine, significantly enchanced over the original mario kart style engine developed by PercyPea in 2003.

Based on Fred Heintz' flash 8 mode 7 engine, the 3D rally racing engine uses new flash 8 bitmapFill features to draw the race track, which offers far greater performance over the older engine that used masked bitmaps.

The freed processing power allows for far more visual effects over previous games that use similar engines. Tracks can now include real time weather effects such as the snow level, and real time reflections as found in the rain level.

The game also features an unprecedented amount of objects on the track. The forest level features an astounding total of 2207 trees!!! The game engine then determines which trees should be shown depending on their distance to the camera. Although small, the desert level can feature upwards of 2800 shrubs, on top of 150 rocks and 40 cacti that also feature, the latter of which are all permanently visible.

The entire game is housed inside one single swf, as opposed to external swfs/files for individual levels/audio. Yet the 5 track game comes in at under 2.3MB. This is even more impressive, when we realise that over a third (770KB) of the 2.3MB is audio!

To minimise waiting, the game uses a multitude of preloaders. Most of which a typical broadband user will never see. An initial preloader loads a mere 35KB prior to showing the GamersEnterprise bumper animation. Whilst this is playing the 40KB title screen is seemlessly preloaded. The submenus from the title screen are then next to seemlessly load with the track selection screen accessible after another 40KB. At a total of 935KB the first desert level is completely loaded and able to be raced. By the time the player has completed the desert level the 2.3MB game in its entirity should have been completely downloaded.

Graphically, the biggest objects are the cars, which take up a combined 250KB. The 2 car models each feature just under 100 frames for the mulitple viewing angles, aswell as individual wheel graphics.

So how big are the actual tracks?

Using flash 8 bitmap drawing methods, the tracks ground image is in fact generated via code, rather than being stored as 2880x2880 pixel jpgs. As soon as the player picks a track to race, the game engine starts drawing the ground image. This drawing takes place while the player then chooses their car along with colour. If the player chooses quickly, they'll be taken to a screen that shows a percentage for the remaining track generation, otherwise they'll be seemlessly taken to the start of the race.

Most tracks use just simple 64x64 pixel textures designed to tile in generating. These textures are tiny in file size, for example the night tracks grass and tarmac textures are just 612 and 398 bytes respectively. Meaning the largest individual track item are the high quality scrolling backdrops.

Infact, negating any file size differences for changing the track selection menu, new tracks, which reuse existing textures and backdrops, yet have entirely unique layouts, complete with drive routes for the AI cars, collision barriers and object locations can be added in to the game at a mere 15KB!!

The complete datasets that make up all the data needed to generate the 5 Tracks comes to just 72KB.