W for gas, S for brakes, A and D to steer. Use M to drift. Use Turbowarp if you have wits, or this will blow your computer to bits! (This really won't run on Scratch.) https://turbowarp.org/1240256095 I love the new collision system, compare this to my last racing game! I'm using surface normals to find if the surface is perfectly vertical, or not. If it is vertical, it treats it as a wall. If not, then it treats it as a slope. The other cool thing here is that it tries to simulate ramps, so if you go up a slope, you will get a slight jump boost coming off of it. I can't add more here due to size limits. I also don't want to make a full remake of a game this new due to legal stuff. I think one track is fine.
MARIO KART 7!!! NOTES: Please don't ask for more, I had a hard time compressing everything to make this uploadable. There are a lot of high resolution textures in this game, and lists count against the .json limit, so I had to compress all of that. GAME CREDITS: Toad circuit from Models Resource "3DS - Mario Kart 7 - Game Banner" (https://skfb.ly/pw6pM) by Unknown Person is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/). @Costc075202 for the face normal code (makes more accurate wall vs. slope detection) @CodingBio for the sphere tri collision used, found in Appel 3D (unfinished, abandoned, and reshared) @Redshell3 for the title screen and circuit music @cateandanna for all other music @robostew for the texture compression! @Vadik1 for the .json compressor. 3D ENGINE CREDITS: Special thanks to @Eliguy12 for fixing an error in the find color of texture part of the filler. Transform point, add 3D triangle, set pen color to RGB, and set p to xyz blocks are by . 3D projection blocks are by . I looked at 's engine to find how to detect points behind camera. FPS counter inspired by the one in by . The rotation functions used are by . The textured triangle filler that includes z buffer is by , shared by . for the Z-clipping case blocks from 's tutorials. Thanks to for letting me know that UVs are clipped in the same way as X and Y I followed 's tutorial for sorting here. Big thanks to . CodingBio's tutorials on 3D really helped me learn about 3D, as well as looking at the code in the last demo in part 5 of the series (This helped with putting some blocks in). Backface culling uses matrices as I found here: https://math.stackexchange.com/questions/1324179/how-to-tell-if-3-connected-points-are-connected-clockwise-or-counter-clockwise CREDITS READER TIP: Use N for an anytime mushroom! TAGS: