The Dakar 2012 is a 3D game for Windows, where you can drive like in the Dakar rally.
There are several stages you can go through against the time and the opponents.
Enjoy the game!
News
Change name from Dakar 2012 to Rally Raid
2011-08-23
I have changed the name of the project, because the game now can
handle several races, so not Dakar specific any more.
The "main" race remain the Dakar 2012 when i release the game framework, but
later more race can be added.
With this changes, the new project appear on google code.
The source code will be also availabe at there, i don't know yet what else.
This page has been closed!
Small status update
2011-07-07
The good news is that almost everything i planned is ready. Maybe one or more things need
to be improved (see the todo list), but basic functionality should work and now i can start
to create the stages.
Done:
road handling
editor
AI
gameplay
menu
To do:
the asphalt roads does not have physics as in Dakar 2011
improved AI
Details:
Road physics
I was able to add physics to the roads, but the hkpExtendedMeshShape in Havok is really slow.
Newton Game Dynamics is much more faster in this cases (unfortunately it doesn't have a normal
vehicle support). An idea is welcome for the road physics improvement.
Promo video - Dakar 2011 Game
2011-06-07
Thanks to Ermanno C. for this video!
Small status update
2011-05-02
Done:
Terrain handling (almost final): terrain smoothing, and larger terrain
Player handling
Race handling with editor
To do:
Road handling
Editor (final version)
New AI
New gameplay
Menu handling
Details:
Roads and editor
They are related, because the editor will be used to create roads.
Moreover the editor can be used to get informaition about the structure of the game, add new objects,
add new races/days/stages, add roads, add AI points and modify the navigation objects.
Small status update
2011-03-21
Done:
Terrain handling (not final)
Object handling
Vehicle handling
To do:
Player handling
Race handling with editor
new AI
Terrain handling (final part and use roads)
Menu handling
Details:
Terrain
Now there isn't different terrain information for each stages. The whole earth is handled globaly,
everything has a global coordinate.
Only the part of the player sees is loaded into the memory, and if the player is moving other parts
are loading dynamically. (Mostly it was like in previous version.) So there can be race that goes
along the whole earth in one "step". The drawback is the height data size of almost the whole earth
is 10 GB (using zip, which is the only archive that i can use, because i can read it in a simple way).
The remaining stuff is to make the terrain close to the player more detailed.
Object
Now objects are appear if the player is close, and disappear is theay are far. Now they are handled in bunch.
The bunch is determined by position, the objects which are next ot each other are put in a bunch, so they can
easily created or destroyed.
A small todo is to make the visibility depends on where the player (camera) looks.
Vehicle
Now it is possible (again) to create vehicle dynamically on the game when it is necessary. As all part of
the game, it uses the Havok physics engine.
The Havok has a strict license, so the Linux version will no longer support, because there is no free Havok distribution for Linux. Later I can see what can I do with this.
Improve AI
Change Terrain handling.
Improved navigation system
Change menu: info/car settings menu at the begining of the stages
Add liaison part of the daily stage
And several smaller changes
Some details about the implementation will be later.