By dynamicicity I mean how dynamic something is.
In this case, I was referring to the fact the game is designed so I can just make a terrain and plonk the game pieces down onto it and it'll work. (This is dynamic | Non dynamic would be coding everything in DBP for example (something I have long since stopped doing))
Now, because I wanted this game to be so dynamic, I don't want to restrict myself whenever I make a map because I'm worrying about "where all 255 cars will spawn at the start line" (which after all, is either 2 trees or a broken pilon and a pilar) ... so this is why I am doing what TrackMania do very successfully and just not getting involved in such sillies.
For people who want to drive cars into other cars you can play the splitscreen or AI modes. - Or any of the other 3000 off road racing games there are out there. (Have fun when noobs block checkpoints on races though...)
On a lighter note
After 7 hours (precisely) of coding the multiplayer side of WOR, I have finally gotten it working.
This is an appalling announcement in my opinion, because when I think of multiplayer I usually think "Oh that's not too hard, maybe an hours work"
The 7 hours are outlined below:
I spent 3 hours tinkering with previous DBP_net (default DBP multiplayer commands) code to get simple implementation into WOR only to discover for some completely unexplainable reason DBP_net was not dropping its UDP packets. So the clients would receive only the very first packet and keep receiving it over and over again. I was rather annoyed
I then came back to it over 24 hours later and started working my way through the DarkNet CubeWorld example from the site (not the 1 that comes with it) to extract the relevant parts and cut out all the needless labelling and dumbing down it was doing.
1 hour later I had a Soharix-standardized version of CubeWorld with only the parts I needed.
<1 hour after that I'd successfully split the code into server and client and got it working.
2 hours after that, I finally got it implemented into WOR and got the first multiplayer-cars in the game.
World Off Road can only improve from here.