« first day (2363 days earlier)      last day (2640 days later) » 

1:01 AM
0
Q: XBR filter in Monogame

PixelnicksI'm attempting to use the XBR upscaling filter in Monogame. I have converted the following answer from XNA to Monogame: http://gamedev.stackexchange.com/a/87821 This involved the following changes in the game: // Original: this.xbrEffect.Parameters["textureSize"].SetValue(new float[] { renderB...

 
1:29 AM
0
Q: Pygame Collide Rect

N.HuggettCurrently making a maze game. Maze is drawn, everything is drawn with pygame.draw.rect. I have tried using pygame.coliderect() to check for colisions, but it isn't working. The current error message I keep receiving says that my player rectangle (drawn with a class called Sprite) has no attribut...

 
2:21 AM
0
Q: What would be the best choices of computer for the Gaming indudtry

CaptinFire555What would be the ideal computer (for an indie developer) Which would be better as I'm willing to buy an imac P.S,Is it worth it

 
2:33 AM
0
Q: Unit collision avoidance for RTS

blipI'm developing an RTS, and having a little difficulty with collision detection. From what I understand RTS generally don't bother with collision detection and just try to avoid collision, and that is what I am trying to accomplish. My game uses a grid for static obstacles, but units are not bou...

 
3:30 AM
0
Q: Raycast2D ray not follow object

cagriarpacikI have some Raycast2D problem. I want raycast follow the object like this: But when I drag object somewhere the ray looklike this : Here is my code where is my fault. Please help :( using UnityEngine; using System.Collections; public class RayCast : MonoBehaviour { private float uzunluk = 5....

 
3:52 AM
0
Q: Create a RTS grid

user96731How to create a grid like the one seen in Clash of Clash

 
 
2 hours later…
5:59 AM
0
Q: Java - Genetic Algorithm - Multi Paint Components

SourpetCurrently working on a Genetic Algorithm in Java where I'm using a JPanel to draw my population and my target. The technical code works (generate population, mutate, crossover, get genes, etc...) but I'm stuck with the code to draw all my population. Currently each individuals have x, y, x veloc...

 
6:19 AM
0
Q: Unity Raw Image ui not showing when small

HenjinI have some Images online that I download using WWW class and the use as UI elements. So far all of them where working perfectly but now the one I added recently is acting up. First you should know that all of the images are being downloaded by the same script and handled by that so there should ...

0
Q: Point lights in unity

Joel J.For some reason, when ever I have more than 4 point lights in my scene only 4 show up, why? Is there anything I can do to show more than 4 at a time?

 
 
2 hours later…
8:42 AM
0
Q: (Unity)Bouncing ball/object without using rigidbody?

CerberusThe distance(magnitude) between the two successive bounces should remain the same and the bounce speed should be controllable. For example, bouncing object can cover fixed x amount of distance within 2,3,4..n seconds.

 
9:03 AM
why won't people comment when they downvote. It's very hard to improve
 
9:14 AM
without knowing why they downvoted
 
9:35 AM
another downvote without a reason
why am I even answering these questions if nobody tells me why they are bad answers
maybe I should just quit answering
 
i have this problem just with questions :D
 
10:07 AM
0
Q: Line stipple with OpenGL ES 2.0

Lisa AabbI found many threads about line stipple (dashed or dotted lines) with OpenGL ES2.0 but there are never any code examples or tutorials how to implement this. Is there anyone who can help me implement this?

 
@Lasse Link the answer?
 
10:20 AM
0
Q: Only 4 point lights display in unity

Joel J.When ever I have more than 4 point lights in my scene, only 4 show up. Why does it do that? Is there anything I can do to show more than 4 at a time?

also I don't see the reason why Gnemlock edited my answer to not include information on how to find required information
if standard tutorials cover the topic, why is it not ok to tell the asker that in the answer?
 
From a practical point of view, telling people to do a Google search doesn't provide an answer to the question. I get why you'd do so, but it's not useful to the site over the long term. The site's better off if people provide the answers here. (With that said, I personally wouldn't have edited that linked answer; it looked okay to me, although I might have preferred a direct link to a specific tutorial you recommended for this topic rather than a generic "tutorials are good" recommendation)
 
That would have been a bunch of links then, which is not really that ok as my answer was very generic covering many different topics
 
Note that the primary way that people reach these question pages is via Google searches for the stated problems. So directing people to do Google searches as an answer is extremely unhelpful; Google searches is how they got here! :)
 
since the question was very broad
 
@Lasse Might(im just guessing here) be because you don't list the difference between forward and defferede rendering.
 
10:34 AM
(Not the original asker, of course, but we're trying to build a long-term store of questions-and-answers. The vast majority of people who read these questions aren't the original asker, and we're trying to serve everybody)
 
@Hjorthenify the question wasn't about that, i just mentioned deferred lighting as optimization for forward rendering that the asker should consider using if adjusting the rendered lights is not giving a preferred result
@TrevorPowell in this case the asker clearly had done no google searching
 
I know, but that was the only thing I would be a bit annoyed by(expecially if you're new to lighting as that guy might be)
 
Again, the answers you post aren't just for the person who asked the question; they're for everybody who arrives at the question in the future, most of whom will find the question by google searching. :)
 
well if that's the case then the answer is equally bad right now
I should write a tutorial on all these topics in the answer?
 
DH.
I wouldn't do so
 
10:36 AM
No pointing in the right direction is fine
 
DH.
If you give directions (even if not properly linking a tutorial) is enough
 
Usually, links are bad to include in answers because the website might move
 
but linking is discouraged because URLs get old and 404, which is why I didn't link the tutorials and instead guided to make a google search
 
Nah, it's a pretty simple question, I think? Something like "Unity only supports four lights when it's drawing using its forward rendering pipeline. Switch to deferred rendering if you want more" would probably do the trick, with a screenshot or something showing where to change that setting. Maybe a word or two mentioning that switching to deferred rendering might have other side-effects.
(Caveat: I don't actually know Unity; my example answer above is just a guess and could be entirely wrong)
 
Unity does support a lot of lights on forward
you can go a million lights in forward rendering, but that would just be stupid thing to do
 
10:40 AM
Might be okay with forward+, if it was over a large enough region. If your engine supports forward+. Or clustered forward.
Would love to play with forward+ lighting tech someday. Wish I had the time right now. :)
 
0
Q: How to compute a heightmap and use as 3d voxel floating point

AlaanorWhen you want to compute a heightmap and use for 3d voxel binary, it's easy. solid are maybe 1, and air are 0, easy. But in my case I would like to have a smooth terrain, so the solution is the floating point value. But now I cannot say "Hey, it's 1 so it's solid !" because when I use 1 or -1 w...

 
I'm hesitant to put a link to the Unity docs as they don't support permalinks either
I mean at the tutorial
 
Was reading a blog the other day which was advocating "BVH Forward", which is like a simpler, less-optimal version of forward+; build your lights into a bounding volume tree, and walk through the tree in your shader to find the lights which influence each fragment. It's kind of neat.
Bleah, yeah. Non-permalinks are a real problem. Seems like half my edits are searching down where links have migrated to and fixing them. :/
 
@TrevorPowell huh, sounds wasteful. Probably still better than traditional forward but still
lots of branching in the shader, not good
 
It's probably more expensive than deferred, but you reclaim all that Gbuffer memory, and you don't have to make multiple passes over every pixel, and you can have different BRDFs for different materials, and so on. Tradeoffs.
I certainly wouldn't try it on mobile right now, for sure. :)
Oh, and it trivially supports MSAA, if you're a fan of that. (Of course, then all those savings of getting rid of the Gbuffer go away again)
 
10:48 AM
well, in theory you could use MSAA with deferred too if you're mad enough :P it's just crapton of memory used
shouldn't matter that much on high-end gpus now
 
You can't, really; messes up the data for the edges of shapes, in the gbuffer. Normals and stuff.
Much better off with SMAA, if you're doing deferred.
 
does it? never tried it, just played with the thought
 
I used to be a huge fan of MSAA. Then I played with various other AA methods in Unity's editor, and came away a convert to SMAA. Smooooooth. :)
 
it's possible to control what's written to the gbuffer anyway, I was skimming through this opengl4.5 book and thinking about just that
also I'm not talking about unity, but a custom engine
 
Yeah. There are ways around the MSAA troubles, I'm told. But it seems like a lot of work. And SMAA gives you a better result for not much more GPU time. And a lot less video memory.
Yeah, custom engine for me, too.
Hey, you're an OpenGL guy, right? One of my testers is getting no visuals, but the game is clearly running correctly. If I have the game run using a debug context, I get a lot of warnings about "Texture 0 is base level inconsistent", which I don't get on other computers. That sounds like a mipmaps-are-incomplete message to me; does that read the same way to you?
 
10:54 AM
1080p gbuffer shouldn't be that large anyway, like 50mb for 6 different datasets
on mobile that's too much but on nowdays pc gpu it's no problem
might be that, I don't know
gpu drivers up to date?
 
Yup, latest NVidia drivers. Seems to be running it on an NVidia Optimus-based chipset, which are always problematic, but hadn't heard of this no-picture problem before. :/
 
what the best way to prevent form memory scanning, my game will run based on time , and i am thinking based on server time , so i think update time each second from server or something so users wont be able to change anything ?
 
@yahoo5000 You cant prevent memory scanning locally, what usually is done is having the server verify the client's state
 
0
Q: What is the best way of storing transformations and then applying it with OpenGL?

NikitaFirst some background info... I have been working on a platformer game, which I draw with OpenGL. The platforms are cubes and the player is a cube. The platforms and the player (both cubes) are given a position, from which the vertices should be drawn. However, the first cube is at position [0,...

 
like when user trying to do something , send packet to server to verify user action ?
 
11:03 AM
Kinda
 
its like server runs base engine i mean base time , produce resources and ect , and then once player try to build something server will check if he have enough resources right ?
 
Yes
 
okay tnx for inf o
 
we're running the same game on the server without the graphics, the client is just a "window" to the game and whatever the server says is the law
the game runs on the client too but that's just to minimize the sync artifacts on animation and stuff
this has allowed us to have rapid development on both client and server as same code is running on both
 
How is that structured?
 
11:12 AM
If you had a bot client, it'd work to rapidly develop that, too. ;)
 
there's a physics update event that is running the ticks on each end, and when client wants to do something important a message is sent to the server and if something happens because of the action the server just sends a confirmation message that it was ok to do so
and if something needs updated all the related data is sent along with the confirmation
something important being things like "build this kind of road right here" or "put this vehicle on this route"
@Hjorthenify was that what you ment with structure?
 
Yeah
 
11:28 AM
Isnt it like 4 am for you Jon? :P
 
user92578
Who are you, the clock police? :D
 
I was about to ask the same :D
 
@jgallant Interesting...
 
Yes..
Clock police.. Is that some sort of finnish saying? :P
 
user92578
No
 
user92578
11:32 AM
But it seemed to describe your recent policing actions quite well
 
Yes it is early
I feel like I'm gonna puke.
 
:(
Been drifting too much in your car sim?
 
0
Q: Making Internet based networking player

Mohammad Faizan KhanI just followed a guide about basic UNet tut Here, Its spawning network car player which can be controlled by local player. I can make or join server through Network Manager HUD which is provide by the unity. I am able to run and connect application on my LAN on different PCs but failed to connec...

 
I'm at work
And everything started spinning. Gonna head home
 
11:55 AM
Ouch. Take care!
 
12:47 PM
guys i am probably doing something stupid pastebin.com/4dXJQDuz , what i am doing there i am building my map fog(player discovered area layout) , player class get this data from server , and pass a pointer to this data to map class , and map have std::vector<bool>* m_discovered; // witch poinst to data on player class that was loaded from server
i got error there i mention in pastebin
and the reason i am doing this , there is like couple reasons first one i dont want copy std::vector<bool> m_discovered from player class to map class , the reason for that that i dont feel this as good thing to do , and second reason is that i would have to update player std::vector<bool> m_discovered when player disconnects and then send to server , and if i would
point to that data and map would change it i would not need to worry about anything player will just dispath that data to server because hes owns it
the problem was and is that i am not sure if i need pointer because its doesnt work first of all , and second i might be good with reference and reference might work better without errors
 
1:01 PM
0
Q: creating Custom network manager in unity

Mohammad Faizan KhanI just started to learn unet through internet but it is quite frustating to me to keep my track in learning and cover fundamental things easily. I want to make a server through my custom code without using Network manager compoennt of unity because i saw here that if you want to make your own ser...

 
1:16 PM
So I made this little crosshair animation and made a script that turns the animator on and off but it doesn't turn off :/
thats the code
 
0
Q: Determining how loud an AudioClip is

GalbixI have some code that uses GetSpectrumData from an AudioSource playing a song to create a level layout for the player to play. I want to add a functionality where the players can upload their own songs and play the levels created with the data from these songs. Unfortunately, when comparing diffe...

 
2:04 PM
need help with some errors , pastebin.com/EYXmCeEf first error is that my type are not mach , but everything matches , second error is that two of my captured variables are undefined , i could solve this by passing them as argument but want to know why they undefined if i capture them
 
What's the exact error message?
The one in the comments at line 27?
 
user92578
std::shared_ptr<GameStateGamePlay> GameStateLoadGame::SetupNextState()
{
    return std::make_shared<GameStateGamePlay>(pGame,db, userid); // error undefined db and userid (doing something stupid)
}
 
Another question: Why are you capturing things in the lambda if you don't use them?
 
user92578
Well those two variables aren't accessible at that scope
 
(you only use this but have 2 others captured)
 
user92578
2:08 PM
std::shared_ptr<GameStateGamePlay> GameStateLoadGame::SetupNextState(const std::string& db, unsigned int userid)
{
    return std::make_shared<GameStateGamePlay>(pGame,db, userid);
}
 
user92578
I think you want that
 
user92578
Also next(std::async(std::launch::async, [this,db,userid](){ return SetupNextState(db, userid); }))
 
user92578
Not 100% sure about that, never used std::async
 
next(std::async(std::launch::async, [this, db, userid] {return std::make_shared<GameStateGamePlay>(pGame, db, userid); }))
changed to this
first problem was that i am calling SetupNextState but do not do anything with return value (as you shown in sample)
and the second i think it a scope
 
user92578
yes, just like kevin and I pointed out
 
2:18 PM
yea tnx a lot guys
 
2:38 PM
0
Q: Need help reducing my build's size

Sherin BinuI developed an Android game using Unity3D and successfully published it in Play Store. But the apk size almost 30MB which is pretty big for my game. When I checked the Editor Log after the build, this is what I found: Textures 2.5 mb 20.1% Meshes 433.8 kb 3.4% Animations ...

0
Q: Why is fog in games exponential and has a start distance?

AdyAdyIn most tutorials I see on how to achieve fog with shaders the fog is exponential and has a minimum / start distance from the camera. Why? Both seem counterintuitive, especially the minimum distance. Is this an artistic / design choice or is this how our eyes see fog in real life?

0
Q: Unity 5 Animator will not disable

S. NeutI am making a small FPS in unity 5. I made a cursor animation that I want to play only for a brief moment. I tried to do this using some code: using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class CrossAnimate : MonoBehaviour { publ...

0
Q: Unity deep instantiate a gameobject

HenjinSo I have a list of prefabs that I set in editor and I want to instantiate the default state of the prefab in run-time. To be more clear, I have a TextMesh object that is a prefab and I assign it to a variable, so in the run-time there is a button that will instantiate that prefab. If I change th...

 
0
Q: Load destructible mesh at runtime

nathansizemoreUsing the tutorial: Components and Collision as a guide, to dynamically load a SphereShape the following is done: AClass::AClass() { // Create USphereComponent USphereComponent *sphere = NULL; sphere = CreateDefaultSubobject<USphereComponent>(TEXT("Root")); sphere->InitSphereRadi...

0
Q: Spawning/Updating objects from client

A. YassinI hope this is the right place to ask my question... I have been working on a game (all 2D) and I'm facing some problem with the networking part (pretty much a beginner). My game idea is a shared screen (the server) and multiple devices (clients) where every player will get different tasks/objec...

 
3:26 PM
"alternative fact"
 
user92578
If we're going to fact-check every single questionable statement by Trump or his spokesmen, we're going to have a busy year... — Shadur yesterday
 
user92578
from skeptics.se
 
3:50 PM
it's the deluge of shit strategy. there's so much you can't possibly address it all, and you look like a curmudgeon doing it.
 
user92578
4:06 PM
 
user92578
The actual map screen is starting to take shape but I'm unsure what to do with the red areas (or how to get rid of them :[)
 
user92578
25 is a difficult number to work with
 
DH.
You abandoned the idea of a world map?
 
user92578
Yeah, it was just annoying to travel and ugly as hell
 
user92578
So the world map is now split into area selection and then this level selection screen
 
user92578
4:10 PM
 
user92578
That's the area selection
 
DH.
Ah right
Cool
 
Maybe you should put a list-box or something like that instead, with what you have now, I think players will expect a kind of world map à la super mario bros 3
 
user92578
I was like ripping this whole system of super meat boy
 
user92578
It has first a world selection (on a round earth like thing), and then a map screen like mine
 
user92578
4:12 PM
 
user92578
 
Ah, I haven't played enough, haven't noticed that (I played like 10 minutes and realized I did not like the controls)
Kk!
 
DH.
If you want to keep this kind of level select screen I wouldn't worry about the blank areas
 
Put a cabbage field there, or bunny pictures, or even better: all the 'collectibles' that you have collected: all the guys that you have saved, for instance..!
 
0
Q: Strange behavior in collision dettectiom

JãoI am making a 2d platform game with a tiled map,i now avoid passing through the walls an the ground but when the character hit the ground it shakes vertically,and when i make it walk on a wall it shakes horizontally. the atualization code: public void atualizar() { this.detectarColisoes(map...

0
Q: Unity unlit terrain shader

VinnieH01I've been trying to create an unlit unity terrain shader but with no success, I downloaded the unity diffuse terrain shader : Shader "Nature/Terrain/Diffuse" { Properties { [HideInInspector] _Control ("Control (RGBA)", 2D) = "red" {} [HideInInspector] _Splat3 ("Layer 3 (A)", 2D) = "white...

 
Sie
4:20 PM
I've been upconverting some VHS tapes. Gotta say the noise the VCR makes when it goes into rewind mode is oddly satisfying.
 
DH.
Nostalgia?
 
4:43 PM
0
Q: Vulkan or Opengl for beginners?

user96759I am new (beginner) at graphics development (I am very good at AI ) i want to make a game engine like unity. But should I start to learn from vulkan or start from opengl thanks. sorry for bad english

 
Sie
@DH. A bit.
Just some things like with VHS tapes I kind of miss having a tactile response.
 
5:22 PM
0
Q: GuiSan | SDL2 - Setting colour key of render target results in having an black screen

ExOfDeAt the moment i am experimenting with guisan within my little project. Everything is done sofar with SDL_Texture except Guisan which utilize SDL_Surfaces instead SDL_Texture for rendering itself. Per sé this is absolutly fine. When guisan has finished rendering stuff on its SDL_Surface target I ...

 
5:49 PM
Can anyone tell me, why do you need $10,000,000 to build a P&R?
 
P+R*
Because that's apparently what my country did
 
I'm getting a bit irritated by this Gnemlock character. I don't think he's doing very good job at improving the questions and answers. He means good yeah but meh.
 
DH.
Better discuss with him and Josh when possible then
 
6:09 PM
@Lasse He seems to have taken over the job of making all the posts "perfect". IMHO it removes user's touch to the posts, adds too many horizontal lines, and makes look like he's patronizing.. (sorry for the double ping!)
 
0
Q: OpenGL camera movement with mouse buttons

Furkan AydemirI am using modern OpenGL with glfw. I made a FPS camera with mouse and it works very well. But I want to move my mouse like Blender's model view mode. When I press the middle mouse button and move the mouse, it should move the camera. I tried it but I couldn't succeed it. I just want it like Blen...

0
Q: is using isTouched or justTouched multiple times bad

LynobSuppose you have justTouched or isTouched method multiple times in your game screen, is that bad? Is it better to create booleans and as few input listeners as possible? or it doesn't matter?

 
@Bálint Yeah, what's P+R?
And I think his answers are too long :P
 
@AlexandreVaillancourt Park and ride
 
@Bálint You think they're paying too much?
 
10 million dollars for a 200*30 square meter area (600 * 90 square feet) covered in asphalt and painted is a bit much for me
 
6:24 PM
Yeah, ok, I agree!
 
Doesn't include new buses or something?
 
Nope, just a piece of asphalt
 
Maybe they have to remove trees?
And remember, the price of bus-stop posts have sky-rocketed over the course of the last months...
 
Well, if a friend of a politician needs a bit pocket money...
 
Though considering a zebra crossing costs around about $3000, it's not a big surprise they need that much
 
6:31 PM
@Bálint but 10 million?
 
0
Q: Device was 0XFFFFFFFFFFFFFFFF DirectX11 exception in a method which is external to where the CreateDevice() method is called

EmanueleI am following the "3D game programming with directx 11" book (Frank Luna) and i am trying to render a cube. In the code there is this m_device->CreateBuffer() function which is giving me problems (the exception in the title). So i tried to put it in the method where the device is created, and it...

 
We have a word for when people use resources bought by the country to do small jobs and get some extra money
I think that explains the high cost
When people repair the roads (that happens almost every 2 months) they literally ask normal people whether they want their pavement fixed
 
And ask ppl money, or it's paid by the country?
 
They ask for money
The materials are by the country, they technically shouldn't use it for people's private stuff
But that's one of the reasons there's a repair every 2 months
 
6:49 PM
someone wants to have their pavement fixed?
 
It's cheaper than having it professionally fixed, because they don't need to buy the materials
It's a profit for everyone
 
In what country do you live?
(except for the tax payers :P)
 
Hungary
 
It works like kickstarting, instead of you alone paying for your pavement, everyone does
 
6:59 PM
Yeah, so everyone should ask for their pavement repaired!
 
7:12 PM
1
Q: Point system that is not competitive or has a clear goal

JonSprI'm making a game in which the goal is to reach as much entries as possible and I want the player to see that he is making progress somehow. However the game shouldn't be of competitive nature (it co-operative), so I feel that points might not be the right measure. I thought instead of a progress...

 
7:29 PM
its pretty satisfying to drive
 
looks cool to me
 
I got the torque curve written in
 
cool
 
it calculates the RPM and torque return of the engine at the RPM
Then it is multiplied by the gear ratios
I'm not sure why my gear ratios need to be so high, as compared to real life though
 
7:38 PM
Try it out ^ Arrow keys and Spacebar
 
pretty cool man
 
I think so too.
 
:)
 
8:23 PM
0
Q: How can I randomly pick points on a triangle?

comprehensiblePlease can help me for a geometry query, I am working out fast mesh to voxel algorithm without using rays and complex maths... What are the maths to sample N points on a triangle randomly? I found some info here but it's too difficult to understand: http://math.stackexchange.com/questions/186...

 
8:35 PM
0
Q: What is the shader format for metal shaders shipped with iOS applications?

baordogI am interested in analyzing existing shaders implemented using Apple's Metal framework. From my previous experience on other platforms with OpenGL, I have found that applications sometimes bundle shader code more or less in plaintext within the application binary. I have not found this to be the...

 
9:10 PM
0
Q: How to prevent jitter amongst near-stationary physics objects?

SteinLabsSee image for reference Hi Guys, I have been implementing a custom physics engine, and I'm pretty close to having it working as I would like it. There is a gravitational force, and of course collisions and collision response. Unfortunately there seems to be some jitter among near-stationary ...

 
 
1 hour later…
10:37 PM
0
Q: Phaser.Loader - active loading canceled / reset

Diego GonzálezI am trying to update my game to phaser 2.6.2 but I´m getting an error when I try to load the assets. After the preload I make something like this: game.load.image("some", "assets/some.png"); game.load.spritesheet("someSpritesheet", "assets/someSpritesheet.png", 50, 50); // Load all the assets ...

 
11:33 PM
0
Q: Store everything in a server - Wise thing to do?

Mr CSSI have reverse engineered alot of MMORPG games ( for learning purposes only of course ) and what I've noticed is that they never store their images inside the apk.All of the images are stored in their servers and then retrieved.Now I have 2 questions regarding this matter, 1-My app consists of a...

0
Q: What is the best collision detection method or algorithm for a 2d platformer?

VuxerI'm working of a 2d platformer. It's a preety simple game, but the ground is flat and it looks boring. I did the collision detection for it and it's all working when the boxes are axis aligned, but I want to add slopes so it's more interesting. I researched a lot and I found the separating axis t...

 
@jgallant where did you find the equation for that?
 
for what?
 
11:48 PM
using UnityEngine;
using System.Collections;

public class Engine : MonoBehaviour {

	[SerializeField]
	int[] TorqueCurve = new int[8] { 100, 280, 325, 420, 460, 340, 300, 100 };

	[SerializeField]
	float[] GearRatios = new float[] { 5.8f, 4.5f, 3.74f, 2.8f, 1.6f, 0.79f, 4.2f };

	public int CurrentGear { get; private set; }

	public float GearRatio {
		get { return GearRatios[CurrentGear]; }
	}

	public float EffectiveGearRatio {
		get { return GearRatios[GearRatios.GetLength(0) - 1]; }
	}

	public void ShiftUp() {
Here is the engine class
 

« first day (2363 days earlier)      last day (2640 days later) »