A reimplementation of Mario Kart Wii's physics engine in C++
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Todo List
Struct Field::SObjectCollisionSet
Are the names and resources necessary?
Member Kart::KartMoveBike::onHop () override
This function may be called without actually hopping (slipdrift), in which case we should rename this function.
Member System::RaceManager::findKartStartPoint (EGG::Vector3f &pos, EGG::Vector3f &angles)
When expanding to other gamemodes, we will need to pass the player index
Member System::RawGhostFile::isValid (const u8 *rkg) const

Check for valid controller type?

Check lap times sum to race time?

Member System::Timer::mil
We will likely want to expand this to a float for more precise finish times.