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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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soulchyld21

Rally Simulator

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Hi, I am new to game development having just left university, I have a project I would like to start and a possible sponsor who wants to see a prototype, my idea is to create a rally simulator for a local track (eventually), for starters I would like to find out if there is a way to incorporate movement using an already existing game eg Dirt,or any existing rally game. basically I would like to know if the idea would be to modify the source code (if that is even possible)  or if I would be creating another application that picks up from the game and signals the actuators to simulate movement. so like how the controllers vibrate on an playstation, the seat tilts backward on pulloff and forward on braking etc to simulate g-force. If it is not possible to achieve it using an existing game would anybody know of a sample/template racing game I could maybe use as a starting point and modify that. my good friend is clued up on electronics so that side of things should not be a problem and my dad is going to build the frame etc. here is a link to a video on youtube of more or less what I am trying to build, for now all I am asking is how I could go about getting signal from the game on the pc to say a micro-controller that will then control the movements.

Thanks 

Corey

 

http://www.youtube.com/watch?v=dc0GxMk0kk4

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Most racing simulator software have ways to export the data needed for motion (mostly lateral and longitudinal G, plus some other stuff) in real time by UDP, TCP, shared memory, add on plugins in different languages and so on.

It's just a matter to select the software you prefer and google to find informations about how to get the data out.

 

Not sure about the Codemasters' games tho because they don't really fall into the "simulator" category, so they might not offer ways to do that.

 

You might also want to contact the devs of the software you choose because you might need a commercial sort of license of the software if you are going to sell something based on that software.

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