4 ms·
"Hard Drivin's approach to collisions or unrealistic events—putting the car back on the road at a standstill—was the norm for driving games until later games su
by platz 11y ago
"Hard Drivin's approach to collisions or unrealistic events—putting the car back on the road at a standstill—was the norm for driving games until later games such as Cruisin' USA and its successors introduced intentionally artificial physics to force a car to always stay near the road and land right-side up pointing forward."
https://en.wikipedia.org/wiki/Hard_Drivin%27 https://en.wikipedia.org/wiki/Hard_Drivin%27
I thought it was fun due to its realism.
also this bit is interesting from the wikipedia page
Physics
The engine, transmission control, suspension, and tire physics were modeled in conjunction with Doug Milliken[18] who was listed as a test driver in the game credits. In the 1950s his father William Milliken of Milliken Research led a team at Cornell Aeronautical Laboratory in Buffalo NY USA (later Calspan) that converted aircraft equations of motion to equations of motion for the automobile, and became one of the world's leading experts in car modeling.
BTW, what is the spiritual successor to Hard Drivin' today?
- Gazk 11y agoI remember playing Hard Drivin on the c64, it was a terrible port. The spectrum version was great though. Spiritual successor? In terms of realistic car modeling, I would say the rFactor series.
- platz 11y agoIn terms of modeling I'm sure you're right. Something about Hard Drivin' makes it feel not like a straight up racing game. It was an odd combination of physics + disembodied stunt tracks. The combo of a sim, but a playful environment seems very hard to find.