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changelog.html
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<!DOCTYPE html>
<html>
<head>
<title>PsycoRally</title>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<script src="static/js/mootools.js"></script>
<link rel="stylesheet" href="static/css/bootstrap.min.css" />
<link rel="stylesheet" href="static/css/styles.css" />
</head>
<body class="changelog">
<h1 class="title">PsycoRally</h1>
<p class='author' style="left: 50px;">a game by <a href="http://abidibo.net">abidibo</a></p>
<p class="more"><span class="fa fa-github"></span> <a href="http://github.com/abidibo/psycorally" target="_blank">code</a>, <a href="credits.html" target="_blank">credits</a></p>
<h2>Changelog</h2>
<dl>
<dt>Version 0.1.2</dt>
<dd>
<ul>
<li>Added the steam engine vehicle: pilu!</li>
<li>Added the anillo track</li>
</ul>
</dd>
<dt>Version 0.1.1</dt>
<dd>
<ul>
<li>Uses my own motion physics to move the vehicle, its spatial coordinates are changed directly.</li>
<li>Can't use framework collision system and separation because the vehicle is not moved by phaser</li>
<li>I wrote a similar collision and separation system. Less precise, but this way lap time is independent from computer performance.</li>
<li>Movement is calculated considering a constant acceleration motion in small dt intervals. Acceleration depends on velocity, decreasing to 0 for v = vmax. Linear and angular frictions are implemented. Linear friction is proportional to velocity, angular friction is constant. Angular motion is uniform, constant angular velocity, a=0.</li>
</ul>
</dd>
<dt>Version 0.1.0</dt>
<dd>
<ul>
<li>Uses my own physics to set the phaser physics velocity.</li>
<li>Vehicles are moved changing their velocity, the velocity is calculated using polar coordinates in the plane space.</li>
<li>Lap time depends on computer performance since velocity is increased at fps intervals.</li>
</ul>
</dd>
</body>
</html>