Schedule |Wishlist| Technical Specification | Trade off | Hindsight |Software |Fun|


Trade Offs

a) Due to time constraints we chose to implement AI instead of 3D flight mode or multiplayer mode

b) To only use a single AI instead of many to keep calculation time down and to minimize the amount of data and variables we'd have to keep track of.

c) To spend a lot more time perfecting the physics, drag force, and AI instead of implementing things like the Heads-Up Display or a rear view mirror that was originally supposed to be in the 1st person point of view so that users can maximize the speed and get a feel for real flight.

d) To enhance our graphics as opposed to concentrating on menus and credits, because visualizations are important to feel like we are actually traveling fast.

e) To use a dynamic path choosing AI as opposed to a point-path tracking AI so that it would be easier to load into new tracks and the distance found could be used to determine when to slow down and when to speed up easier.

f) To only implement one track, because we chose to devote more time to developing different modes (the AI mode).

g) To use approximated track bounds instead of precise bounds because each track is dependant on hidden track bounds that are very hard and time consuming to make precise and it took too long to get perfected bounds.