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SkiaMicroRacers

A Micro Machines style top-down racing game prototype built entirely with Skia4Delphi.

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README

SkiaMicroRacers

A Micro Machines style top-down racing game prototype built entirely with Skia4Delphi.

SkiaMicroRacers v0.2

Unbenannt

Features:

pascal
Game State Machine: Flow from Start Screen -> Countdown -> Racing -> Results.
Dynamic Surface Detection: Point-to-line distance checks if cars are on asphalt or grass, dynamically changing acceleration and friction.
AI Opponents: Computer-controlled cars navigate via waypoints with lateral offsets for varied racing lines.
Collision Physics: Cars push each other apart, transfer momentum, and spin out on impact.
Dynamic Camera: Rotating follow-camera that smoothly interpolates with the player's heading.
Multithreaded Game Loop: Background physics and rendering thread for smooth 60 FPS gameplay.

Zipped exe and sample project included.

Changelog:

Version 0.2 - "The Great Ping-Pong Port"

pascal
The Ping-Pong Port: Successfully reverse-engineered and ported back the brilliant track generation and AI logic from Guvacode's C/FPC + Raylib port back to Skia4Delphi. What goes around, comes around in 24 hours!   
Procedural Tracks: Replaced the static oval with a procedural star-shaped track generator (polar coordinates + noise). Tracks are now dynamically validated to ensure no impossible corners.   
Dynamic Start Line: The start/finish line is now placed dynamically on the flattest section of the generated track.   
Next-Gen AI Look-Ahead: AI now scans two waypoints ahead and dynamically brakes (CornerMul) before sharp turns to prevent overshooting.   
Rubber-Banding AI: AI speed scales dynamically based on lap difference. If they fall behind, they get a slight speed boost; if they run away, they ease off. Keeps races neck-and-neck!   
Smart Waypoint Switching: AI waypoint progression is now calculated via vector projection and speed-dependent radius, preventing AI cars from circling endlessly around a single point.    
Stuck-Timer (Timeout): Added a 2-second fallback timer that forces the AI to switch waypoints if they get stuck or rammed off-track.
Level & Progression System: Winning a race now increments the level. AI gets fundamentally faster (LevelMul) while the player gets a slight max-speed bonus to keep up.

GuvaCode C/FPC/raylib ports:
FPC/raylib https://github.com/GuvaCode/MicroRacers-FPC-Ray4Laz-port
C/raylib https://github.com/GuvaCode/MicroRacers-Top-Down-Racer-Prototype-C-port

🎮 Skia4Delphi Games (each one file, no ext engine):
2D MegaCatling (Megaman platformer/shooter) https://github.com/LaMitaOne/Skia-MegaCatling
2D Lemmings/Worms/Portal/Touch hybrid https://github.com/LaMitaOne/SkiaLemmings
2D Side-scrolling space shooter https://github.com/LaMitaOne/SkiaStarPatrols
2D Tetris clone https://github.com/LaMitaOne/Skiatris
2D Skia Powder (Falling Sand Simulation) https://github.com/LaMitaOne/Skia-Powder
2D BombRunner (Bomberman clone) https://github.com/LaMitaOne/SkiaBombRunner

  1. D C&C style isometric rts https://github.com/LaMitaOne/Skia-RTS-Game
  2. D Isometric cat game https://github.com/LaMitaOne/Skia-A-Cats-Life
  3. D Raycasting doom base https://github.com/LaMitaOne/SkiaDoomBase
  4. D Voxel Raycasting Comanche https://github.com/LaMitaOne/Skia-Voxel-Comanche
    3D better go to https://github.com/castle-engine

🎮 Game components FMX:
MRX Gamepad Core https://github.com/LaMitaOne/MRX-Gamepad-Core

If you want to tip me a coffee.. :)