• Tutorials
  • Are there any tutorials for pseudo 3D racing game, like Outrun for Godot engine?

If there are not any free ones, are anywhere paid ones? I'm really interested in doing game like Outrun, if possible in Godot engine, but I couldn't find any tutorials so far for it.

3 months later

My project started with the same idea, so I have some resources to share: https://codeincomplete.com/articles/javascript-racer-v1-straight/ http://www.extentofthejam.com/pseudo/ https://en.wikipedia.org/wiki/3D_projection#Weak_perspective_projection

Including a random Reddit comment you should find helpful for a basic simulation of a car: https://www.reddit.com/r/gamedev/comments/1320er/math_for_simulating_a_car_transmission_xpost_rmath/c70d670/

And to sum it up myself -- the graphics technique is to project sprites to an XY screen position based on their virtual "3D" position, and to scale the sprites based on their virtual Z distance from the camera and your desired pseudo-field-of-view angle. If you have it set up right, you can alter the pseudo-FOV for an arcade-style nitro boost effect on the camera, if you like.

You can do the road the same way, as a conveyor belt of sprites, or you can try drawing directly to the screen. Godot can 100% do that, but it's not a method I'm familiar with.

These aren't Godot tutorials, but they got me going in a different engine that didn't even involve code, only event-block scripting. The concepts and math are very transferable. :)

4 months later

@Wolfe said: My project started with the same idea, so I have some resources to share: https://codeincomplete.com/articles/javascript-racer-v1-straight/ http://www.extentofthejam.com/pseudo/ https://en.wikipedia.org/wiki/3D_projection#Weak_perspective_projection

Including a random Reddit comment you should find helpful for a basic simulation of a car: https://www.reddit.com/r/gamedev/comments/1320er/math_for_simulating_a_car_transmission_xpost_rmath/c70d670/

And to sum it up myself -- the graphics technique is to project sprites to an XY screen position based on their virtual "3D" position, and to scale the sprites based on their virtual Z distance from the camera and your desired pseudo-field-of-view angle. If you have it set up right, you can alter the pseudo-FOV for an arcade-style nitro boost effect on the camera, if you like.

You can do the road the same way, as a conveyor belt of sprites, or you can try drawing directly to the screen. Godot can 100% do that, but it's not a method I'm familiar with.

These aren't Godot tutorials, but they got me going in a different engine that didn't even involve code, only event-block scripting. The concepts and math are very transferable. :)

This is great information @Wolfe, thanks.

a month later