SORRY STILL UNFINISHED! DO YOU FINISH?
taking curves with high speed is glitchy
user gtoal did a featured gallery with track games,
maybe you find some solutions even for this project there
Phase two: please
- create slot car costumes or effects for crashes.
- create a graphical user interface (GUI) to control one slot car
- program sliding on lane changers and curves
- program artificial intelligence (AI) or a stored variable list
to move the opponent slot car (or your own)
Play with car physics / AI, do some scripting and upload your remix for further discussion.
Thanks to all active users!
Inactive users: see lack of remixing or lack of helpful posts.
Later: tasks / roles to fill:
- Test drive tracks and upload your results.
- You color and refine artwork on some levels except the tracks.
- You do some voice acting or sound engineering.
- You make suggestions right now.
Useful contributions get ingame credit,
you may advertise your stuff inside track(s)
and you get a clickable link to your project of choice
in the notes.
Click image for project: 
Check the best wikipedia entry on slot cars:
This spanish entry has images and a video(!):
http://es.wikipedia.org/wiki/Slot_(modelismo)
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further reading - not necessary only for tech interested:
http://ocw.mit.edu/courses/electrical-engineering-and-computer-science/6-034-artificial-intelligence-fall-2010/
Past implementing car physics and AI:
Test drivers will be needed, willing to upload modified games
including their test drive data.
Your suggestions?
Anyone interested to contribute?
Your role(s)?
Last edited by eventexception (2011-11-14 06:18:06)
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Hi and Hey!
I would love to join your collab! I may not be the best Scratcher ever, but it would be great to:
List of "things":
1. Get more experience.
2. Learn the world of other Scratchers
3. Help a friend
4. Put my knowledge to the test![]()
I will gladly help you!
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Sounds great!
Your latest projects look quite promising!
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HamsterMan2000 wrote:
I will gladly help you!
First question: Which level creation platform would you select?
(Just read the entry post)
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Mmm, hard to choose, but I choose the first one
because it is the most realistic. We can add stuff like seen on the project
, were the pieces snaps to the grid and to add some decoration. Then we can work on making a perfect sensor for the car, and other types of stuff like 1 or 2 player, AI, etc etc.
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I will not be able to help, but good luck with this.
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HamsterMan2000 wrote:
Mmm, hard to choose, but I choose the first one because it is the most realistic. We can add stuff like seen on the project , were the pieces snaps to the grid and to add some decoration. Then we can work on making a perfect sensor for the car, and other types of stuff like 1 or 2 player, AI, etc etc.
How about blending both ?
Other project suggestions to blend?
If i get you right, you like the snap engine of number two
and the tiles of the slot racer for the track?
I want to collect tracks before programming the car with this collab.
Last edited by eventexception (2011-07-25 14:20:23)
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Ok, but just by the way, I've programmed the tiles snapping to be PERFECT. We also need to decide on the size of each track.
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I have written my own editor and tiles.
Paint anything, except the tracks. These need sensing later.
If you have any new ideas, new tiles, tracks ... just remix and
lets talk about your remix and integrate it
We have one remixer,
not in this thread but actual delivered: user TM_
see updated project.
HamsterMan2000 please upload your remix of a track
or start with the car or whatever you want to integrate.
Last edited by eventexception (2011-07-27 13:14:44)
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Update: I have written my own editor and tiles !
NOW: Please create ONE Level. Paint your track with the track tiles and do any coloring you want, not restricted by the project editor. Just remix and upload, do any edit or add any background art you want except changing track tiles. Repaint your track if necessary with the track tiles and upload!
Car physics and sound will be added later
AI will be added later
Later: tasks / roles to fill:
- Tune and change car physics and AI.
- Test drive other users levels and upload your results.
- You color and refine artwork on some levels except the tracks.
- You do some voice acting or sound engineering.
- You make suggestions right now.
Everybody contributing gets ingame credit,
and links to your username or project of choice in the project notes.
Add yourself to this collab by remixing and uploading this project - click to see: 
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bump -
Please paint one racetrack with the included track editor.
Got five minutes to upload?
And you can delete it after i have seen it.
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chipguy wrote:
i love slot cars! great idea for a project. i can't really help though. i have a different collab.
No five minutes left to paint a level with my editor?
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b*u*m*p
Please remix in five minutes
one racetrack with the included track editor
and upload.
Just delete it after i have seen it
so it does not clutter your project list.
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Phase two:
program a car for the tracks
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First car AI attempt made by EdnaC
http://scratch.mit.edu/projects/EdnaC/1970403
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For performance, I think a 2d array or linked list of cells would be better than trying to determine the slot track by looking at the background. I went through several iterations of that idea in my "Vac-Man" code (pacman engine) before settling on a data structure for the maze (cf roads) versus just a drawing. You'd need 8 sprites - 4 corners, 2 straights, a cross-over and a chicane. Then draw the corresponding costume of a track sprite at each cell location to draw the track. Following the track will then be much easier. Admittedly it's a big change and a rewrite but I think worth it at this point before too much other work is done. I'll try to knock up a prototype/demo this weekend if I can (although it's a busy weekend for me, but I know you're like me - more convinced by code than by talk...)
G
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gtoal wrote:
I'll try to knock up a prototype/demo this weekend if I can (although it's a busy weekend for me, but I know you're like me - more convinced by code than by talk...)
G
See http://scratch.mit.edu/projects/gtoal/1977210 - no action, but look at the source to see how the track is built from a 2D array.
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gtoal wrote:
no action, but look at the source to see how the track is built from a 2D array.
There's some action now :-) ... i added a car and an AI to drive it.
seems extra fast in flash. There's a 'glide' instruction in the car code - lower the time to make the car go faster.
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gtoal wrote:
For performance, I think a 2d array or linked list of cells would be better than trying to determine the slot track by looking at the background.
Good point!
But conception phase was several weeks ago, see thread.
Now any car AI must run on our already created tracks!
To implement your idea you could
scan our tracks, fill a track database with
and calculate car behaviour.
See scanner sprite for color coding.
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This promising project uses array based streets:
http://scratch.mit.edu/projects/blob8108/2041731
(therefore no problems handling high speeds,
but different coding approach)
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bump - needs finishers
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