For the first time, my game is quite demanding of hardware - to play comfortably, preferably something like GT450 or similar.
Also, for the first time, a fairly large volume - 72 MB.
The graphics are somewhat similar to the popular game on iOS and Android Traffic Racer. She has a cool idea, if you implement something like that, it will be very cool.
It's like my childhood game, driving game is my favorite, and this game is my favorite, but the graphics still have a lot of work to do, it will be better and some gaming mods will be better.
When I was younger my dream was to make games because I played a lot of video games. I still have a lot of work to do, especially graphics work. If you know better, you must tell us how to make a game better.
Hi Mikle, how are you doing?
How's the progress with your project going?
My company is expanding its partner pull and we are eager to help young developers to monetize their products.
Can we discuss details of potential cooperation here or via email?
Hi!
Thank you for your attention to the project. But I am no longer young, I have a stable income in another field of activity, and I develop games in my free time as a hobby. I'm not going to monetize games, but I can afford to make games to my liking without taking into account the opinion of a potential buyer. And the situation in the world now prevents the receipt of money.
If you ever feel like taking a break from tweaking heavy projects like this, I’ve been messing around with Minecraft addons for Bedrock Edition, and it’s been a fun way to reset my brain between builds. For your game, the hardware notes are super useful; calling out the GT450 level helps people avoid guessing. The Yandex links and updated sources make it really easy for others to jump in.
On modern video cards, the game works without problems. Performance? On the 3060Ti, we have about 350 fps on a 2560*1440 screen.
The changes in the code are small, the main change is specular on asphalt, the change is more about shaders.
Just to note, this game (from the source in post #5) works in twinBASIC unmodified; and an x64 port works after working around a single bug (x64-only codegen issue around negative indexes in arrays declared at module/class level when array bounds check is disabled). Besides debugging the array issue, took all of 10 minutes... remove tlb refs, comment out the API defs, fix signature def differences (there were 5; 4 Currency->LongLong, 1 ByVal 0 to Nothing), change some Longs to LongPtrs, and running!
The shader compiler was actually the bigger pain to port, rather than compile a 64bit c++ dll it just binds directly to d3dx9_43.dll now.
I've attached the .twinproj files, the original VB6 zip is still needed for data files etc. Also the linked Windows Development Library needs to be up to date; I added some d3d defs that aren't in the SDK but were in The trick's typelib.