Thanks for playing. The bullets keep (physically correct) a relative movement to the ship at the time they get fired. Imagine playing ball on a moving train, and the shooting it outside the train. Thats why there are those small rectangles to help aim at the turrets. Its the same idea as the aim point in a dogfight. The timer starts when passing the blue circle. In one of the other two tracks, there is one "race course" where you have to pass all gates. I also have dogfighting AI, but not implemented in this demo. Its mostly to test the shipcontrols and menu system on a browser. For a better performance you can turn off the post processing. Then it should run even on a weaker laptop.
Thanks for playing. The bullets keep (physically correct) a relative movement to the ship at the time they get fired. Imagine playing ball on a moving train, and the shooting it outside the train. Thats why there are those small rectangles to help aim at the turrets. Its the same idea as the aim point in a dogfight.
The timer starts when passing the blue circle. In one of the other two tracks, there is one "race course" where you have to pass all gates.
I also have dogfighting AI, but not implemented in this demo. Its mostly to test the shipcontrols and menu system on a browser.
For a better performance you can turn off the post processing. Then it should run even on a weaker laptop.