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Found 15 results

  1. I have a brilliant game idea of a Grand Theft Auto style game set in the prehistoric era, or a combination of prehistoric, ancient and medieval eras. more appropriately named. 'Grand Theft Horse'. You may think that this may be dull but, I have Ideas of the 'vehicles' that will be used. Not just horses, but also horse drawn carriages, open cargo carriages or stage coaches(passenger carriages), chariots, oxen, donkeys, camels, elephants, ostriches, (yes, you ride an ostrich). and sea vehicles like canoes, outriggers, boats, triremes, sailboats and pirate ships. You can jack any vessel or vehicle, travel between cities or villages of different cultures, and have weapons and armour of these cultures, swords, spears, bow and arrow. Cultures range from cavemen to medieval . You can commit crimes and get wanted then swordsmen and bowmen run after you. Cities range from villages with grass roof huts, to teepees, to medieval walled towns. There will be missions to do similar to any GTA title. Brilliant Idea no one has thought of yet, isn't it?
  2. sprotz

    Car Spinout in Unity

    How do I go about adjusting the tendency for a car to spinout in Unity? The standard assets car physics have drifting but no spinout. I read that spinout is caused by the rear tyres losing traction but I think rear traction is dynamic, not static. Does it depend on lateral velocity of the rear wheels? I need at least a tutorial with code example (in javascript) if not a demo project. There is a similar topic here: https://www.gamedev.net/forums/topic/686144-car-skidding-behavior/ , but the answer is half complete. It says that braking shifts the car load to the front thus reducing friction on the rear wheels. Perhaps I could put in a code that accordingly adjusts friction on the tyres depending on braking or acceleration action, with braking reducing rear traction, and acceleration reducing front traction. Also making motor force directly proportional to the traction on a set of wheels, depending on whether it is rear wheel drive, front wheel drive or 4WD. Making a turn without accelerating or braking also shifts the car load in one spot, I assume, affecting traction on each of the four wheels because of suspension, and because lateral friction is higher than forward friction, making a sort of 'sideways braking', with areas of less load getting less traction. OK, I have found a pdf ebook that discusses vehicle physics in games here: https://nccastaff.bournemouth.ac.uk/jmacey/MastersProjects/MSc12/Srisuchat/Thesis.pdf And below is the solution I got combining these equations to calculate the weight load on each of the four wheels when cornering and/or braking. Hope this is right. So here is the procedure for each tyre: calculate the static load on each axle (front load/rear load equation), divide by 2 to get the load on one tyre Calculate and Add the forward weight shift(subtract for rear tyres), divide by 2 Calculate and add the Lateral weight shift (subtract for tyres on the side the car is turning), divide by 2 if centered center of gravity, if not, multiply by c/L for front tyre, by b/L for rear tyre
  3. This whitepaper was originally posted on the Unreal Engine Blog bySebastien Miglio at https://unrealengine.com/en-US/blog/create-photoreal-car-windows-in-unreal-engine. The original whitepaper by Min Jie Wu and edited by Robb Surridge is available for download at here. Republished with permission. Automotive glass can be a particularly challenging element for real-time automotive rendering. In the real world, car windows involve a complex interplay of light as it passes through multiple layers of material with different physical properties. These results can be difficult to imitate in a real-time renderer, while achieving an acceptable balance between physical realism and a fast enough frame rate. And to make things even more difficult, the windows of a car naturally attract the viewer’s attention — especially the windshield. Any unrealistic artifacts or reflections can easily destroy the overall effect of an otherwise high-quality rendering. This paper describes an approach to designing windshields in Unreal Engine 4 that delivers photoreal results in real time. See the results of this technique in the award-winning short film, The Human Race: Mesh Structure This technique begins with the way the windshield is modeled. The windshield needs to be made up of four independent meshes or mesh groups. Each of these four meshes needs to be single-sided. The following diagram summarizes the layout of the meshes: Figure 1: Mesh layout There are two outer layers of the windshield, Mesh 1 and Mesh 2, that have their normals pointing outward toward the exterior of the vehicle. These are represented by the red and yellow lines. There are two inner layers, Mesh 3 and Mesh 4, that have their normals pointing inward toward the inside of the vehicle. These are represented by the green and blue lines. This detail view shows how these four meshes are arranged with respect to each other in 3D space: Figure 2: Mesh arrangement in 3D space Mesh 1, the exterior reflective layer, forms the outer skin of the windshield. It will provide the reflections that you see from outside the vehicle. Its normals point outward from the vehicle. Figure 3: Mesh highlighted in orange At a distance of half the windshield’s total thickness, you have Mesh 2, the outer tint layer. When you look at the windshield from the outside, this layer tints your view of the inside of the car according to the color of the glass. Its normals also point outward, in the same direction as Mesh 1. Figure 4: Mesh 2 highlighted in orange Figure 5: Mesh 3 highlighted in orange Back to back with Mesh 2, you have Mesh 3, the inner tint layer. When you look out through the windshield from inside the car, this layer tints your view of the outside surroundings according to the color of the glass. Its normals point inward. Figure 6: Mesh 4 highlighted in orange Finally, at the innermost extent of the windshield, Mesh 4 provides the reflections of the interior of the car that you see when looking out from the inside. Its normals point inward. The following image shows the Static Mesh Actors for these four meshes in the World Outliner in the Unreal Editor: Figure 8: Static Mesh Actors in the World Outliner Below, all four layers are shown in the viewport of the Unreal Editor, in wireframe and lit modes: Figure 9: Four layers in the viewport Material Design This technique requires two different translucent Materials: A reflective Material, which you’ll apply to the exterior and interior surfaces of the windshield. A tint Material, whose only job is to color the things that you see through the glass. Material 1: Reflective The goal of this Material is to handle only the light that gets reflected off the glass. We want this layer of the windshield to be fully transparent when we look at it straight on, but very reflective when we look at it at a grazing angle. To model this in Unreal Engine, we need to start with a translucent Material. When you select your Material’s output node in the Material Editor, set the following values in the Details panel: Set the Blend Mode to Translucent. Set the Lighting Mode to Surface TransparencyVolume. Enable Screen Space Reflections. Figure 10: Details panel in the Material Editor for the reflective Material In the Material’s graph, we set it up as a mirrorlike chrome, but we also tie its opacity to the camera’s viewing angle using the Fresnel node. Make the Base Color white. Set the Metallic and Specular inputs to 1.0. Set the Roughness input to 0.0. Ordinarily, a white, perfectly reflective, and perfectly metallic surface would have the appearance of smooth chrome. However, we also attach the Fresnel node to the Opacity input of the material’s output node. This makes those crisp reflections appear only where the curvature of the glass causes us to see it at a sharp enough angle for the Fresnel function to begin affecting the opacity. Anywhere the viewing angle is close to the normal of the mesh, the glass remains clear. Figure 10: Materials graph Car windshields typically use an athermic glass, which has slightly more reflectance than plain glass. The following image illustrates how the reflectivity of the athermic material changes over different wavelengths of incoming light: Figure 11: Material graph for the reflective Material To simulate this physical property, and make your reflections fit your scene more accurately, you can adjust the values of the Exponent and BaseReflectFraction inputs that you pass to the Fresnel node (called EXP and Intensity respectively in the Material shown above). This gives you control over the strength of the reflections and how they fade over the curvature of the glass. Figure 12: Effect of passing different input values to the Fresnel node Material 2: Tint The goal of this Material is to handle only the light that passes through the glass. We want this layer of the windshield to ignore reflections completely, but to color light that passes through the glass according to the tint of the windshield. To model this in Unreal Engine, we need another translucent Material. When you select your Material’s output node in the Material Editor, set the following values in the Details panel: Set the Blend Mode to Translucent. Set the Lighting Mode to Surface TransparencyVolume. This time, disable Screen Space Reflections. For this Material, we want to avoid all specular and reflective contributions. A simple way to set up the graph for this Material is to use a constant Opacity setting. Make the Base Color the color of the glass. Always use a Specular input of 0.0. This allows light to pass evenly through the glass. Use a Roughness input of 1.0. Use the Opacity channel to control how dark the glass is — that is, how much of the interior of the vehicle you can see from the outside. You can vary this value freely to make the tint effect as strong as you need it to be. Figure 13: Details panel in the Material editor for the tint Material Figure 14: Material graph for the tint Material A slightly more sophisticated setup is to vary the opacity of the glass based on the viewing angle of the camera, as we did in the reflective Material above. In the reflective Material, increasing opacity adds to the strength of the reflections. However, in the tint Material, increasing the opacity simulates the greater absorption of light as it passes through the glass at a sharper angle. The effect is that as your viewing angle increases, less light comes through the glass, and the objects on the other side become harder to see. Figure 15: Material graph for the tint Material, with optional absorption setup You can control the strength of the effect by raising or lowering the value of the absorption parameter shown above. However, this effect works best when you keep it very subtle. If you choose to use absorption, we recommend keeping the value below 0.1. Mesh and Material Assignments Now that you have your Static Mesh Actors and your two Materials ready, you need to assign the correct Materials to the correct Actors: Mesh 1, the exterior reflective layer: Assign the Reflective Material. Mesh 2, the outer tint layer: Assign the Tint Material. Mesh 3, the inner tint layer: Assign the Tint Material. Mesh 4: the interior reflective layer: Assign the Reflective Material. Sorting Translucency The final step in using this technique is to set up the translucency sort priority for the four Static Mesh Actors. When Unreal Engine needs to render multiple translucent objects that overlap in the camera view, it has to draw the objects in back before the objects in front. To figure out the drawing order, it compares the distance from the camera to the origin point of each object’s bounding box. Although this works most of the time, this strategy is not perfect; it can occasionally result in the rear object being drawn in front. To avoid that possibility, we can give the Engine a hint by setting the Translucency Sort Priority option for each of the four Static Mesh Actors in the Level. To find this option, select the Static Mesh Actor for each part of the windshield in either the Viewport or the World Outliner, scroll down in the Details panel to the Rendering section, and expand the advanced properties. Set the Actors to use the following values: Mesh 1: 1 Mesh 2: 0 Mesh 3: 0 Mesh 4: 1 With these settings, the Engine always chooses to render the inner layers of the windshield behind their corresponding outer layers. This retains the correct order for windshield rendering even if the camera flies into or out of the car. Conclusion With four Static Mesh Actors and two Materials set up as described above, you can achieve high-quality, realistic, and performant glass for any automotive rendering project in Unreal. Learn more about Unreal Engine at https://unrealengine.com.
  4. Hi fellow game devs, First, I would like to apologize for the wall of text. As you may notice I have been digging in vehicle simulation for some times now through my clutch question posts. And thanks to the generous help of you guys, especially @CombatWombat I have finished my clutch model (Really CombatWombat you deserve much more than a post upvote, I would buy you a drink if I could ha ha). Now the final piece in my vehicle physic model is the differential. For now I have an open-differential model working quite well by just outputting torque 50-50 to left and right wheel. Now I would like to implement a Limited Slip Differential. I have very limited knowledge about LSD, and what I know about LSD is through readings on racer.nl documentation, watching Youtube videos, and playing around with games like Assetto Corsa and Project Cars. So this is what I understand so far: - The LSD acts like an open-diff when there is no torque from engine applied to the input shaft of the diff. However, in clutch-type LSD there is still an amount of binding between the left and right wheel due to preload spring. - When there is torque to the input shaft (on power and off power in 2 ways LSD), in ramp LSD, the ramp will push the clutch patch together, creating binding force. The amount of binding force depends on the amount of clutch patch and ramp angle, so the diff will not completely locked up and there is still difference in wheel speed between left and right wheel, but when the locking force is enough the diff will lock. - There also something I'm not sure is the amount of torque ratio based on road resistance torque (rolling resistance I guess)., but since I cannot extract rolling resistance from the tire model I'm using (Unity wheelCollider), I think I would not use this approach. Instead I'm going to use the speed difference in left and right wheel, similar to torsen diff. Below is my rough model with the clutch type LSD: speedDiff = leftWheelSpeed - rightWheelSpeed; //torque to differential input shaft. //first treat the diff as an open diff with equal torque to both wheels inputTorque = gearBoxTorque * 0.5f; //then modify torque to each wheel based on wheel speed difference //the difference in torque depends on speed difference, throttleInput (on/off power) //amount of locking force wanted at different amount of speed difference, //and preload force //torque to left wheel leftWheelTorque = inputTorque - (speedDiff * preLoadForce + lockingForce * throttleInput); //torque to right wheel rightWheelTorque = inputTorque + (speedDiff * preLoadForce + lockingForce * throttleInput); I'm putting throttle input in because from what I've read the amount of locking also depends on the amount of throttle input (harder throttle -> higher torque input -> stronger locking). The model is nowhere near good, so please jump in and correct me. Also I have a few questions: - In torsen/geared LSD, is it correct that the diff actually never lock but only split torque based on bias ratio, which also based on speed difference between wheels? And does the bias only happen when the speed difference reaches the ratio (say 2:1 or 3:1) and below that it will act like an open diff, which basically like an open diff with an if statement to switch state? - Is it correct that the amount of locking force in clutch LSD depends on amount of input torque? If so, what is the threshold of the input torque to "activate" the diff (start splitting torque)? How can I get the amount of torque bias ratio (in wheelTorque = inputTorque * biasRatio) based on the speed difference or rolling resistance at wheel? - Is the speed at the input shaft of the diff always equals to the average speed of 2 wheels ie (left + right) / 2? Please help me out with this. I haven't found any topic about this yet on gamedev, and this is my final piece of the puzzle. Thank you guys very very much.
  5. Hi, I'm trying to fix physics in openrw. Actually we have two problems: - high velocity cars can clip through world geometry https://github.com/rwengine/openrw/issues/76 - weird work of suspension, actually we have tuned susp length, sitffness and max travel to make feel of riding maximal possibly real. But level of stiffness is to high. It's easy to flip vehicle. With reduced level of stiffness and optimal max travel; susp length, wheels are sinking. topic: https://github.com/rwengine/openrw/issues/416 two main files with physics : https://github.com/rwengine/openrw/blob ... stance.cpp https://github.com/rwengine/openrw/blob ... Object.cpp Example of problem: https://youtu.be/m87bJxE9hnU?t=2m50s I will be grateful for help. Btw. running openrw requires gta3 assets I have one steam key for gta if you want to try to test it.
  6. Our first racing project - Supercars Racing. Took over 4 months to complete. Simple AI and physics. Just tried to play with Unity3D and to make something nice looking. Game Description: Enjoy dizzying races on the world's most varied and exotic racetracks. Challenge the most desperate and ruthless racers on the planet and become the undisputed champion. Graphics from the game: renders of levels and cars > Windows Version: Download Free Full Version for Windows or Mirror to Download Windows Version > Mac Version: Download Free Full Version for Mac or Mirror to Download Mac Game
  7. Hi fellow game devs, With the help of @CombatWombat in my previous post about clutch modeling, I now have a solid direction for the modeling the clutch. The way I'm doing it is having 2 clutch states: locked and unlocked. EngineRPM and torque will be calculated separately in each state. My problem right now is the logic and code for specifying locking and unlocking. The condition for locking is when (engineSpeed - drivetrainSpeed) in previous update cross zero (different sign) with the current update (to determine if engineSpeed = drivetrainSpeed or not in-between updates) and engineTorque <= clutchTorque. The condition for unlocking is when engineTorque > clutchTorque. The diagram looks roughly like this (taken from matlab website with the similar implementation): However, the 2 conditions are triggers for switching states, not for determine the current state to be in, so in the end my clutch state just jumped around. I don't have a lot of experience in doing state machine, so can some one give me rough code of how to implement this? Below is my rough code: speedError = engineSpeed - drivetrainSpeed; if ((Math.Sign(speedError) != Math.Sign(deltaW) && currentTotalEngineTorque <= clutchReactTorque)) { clutchLocked = true; } else clutchLocked = false; deltaW = speedError; //end of update I think the main struggle is the cross zero. Because cross zero is the "trigger condition" to check if the clutch should lock when it is slipping, not the condition for continuous locking, while the code I have above is the "continuous condition" saying "this condition is true then it is locked/unlocked". Another word, if the clutch is slipping, the condition above would decide if it's locked or not, but once it is locked, the cross zero condition is not true anymore (since speedError and deltaW have same sign as engineSpeed == drivetrainSpeed when clutch is locked). I'm sorry that I cannot explain this better as English is not my first language.
  8. Vu Chi Thien

    Clutch Modelling Help

    Hi fellow game devs, I'm working on a car simulator using Unity3D and currently stuck on implementing the clutch. Currently, my drivetrain model involves torque from engine and reaction torque from the drivetrain and is using Unity3D wheelCollider. My ultimate goal is to calculate engineRPM at each time step, from there lookup engineTorque from torque curve and send to the wheels through drivetrain. Known variables are wheelRPM (reported from wheelCollider, read only), wheelInertia (calculated from wheelMass and radius, reported from wheelCollider), and engineTorque from a torque curve. Right now for simplicity, I'm ignoring drivetrain inertia and the differential is open. This is my currently non-working procedure, I'm using the formula AngularAcceleration = Torque/Inertia, so each timestep engineVelocity += AngularAcceleration.wheelAngularMomentum is calculated using Momentum = Inertia * AngularVelocity. Take the sum angular momentum of all the driven wheels, convert that angular sum to torque by divide torque to detalTime, because deltaMomentum= Torque * deltaTime, so Torque = deltaMomentum / deltaTime (I don't know if I'm right or not here). This torque will be wheelReactionTorque. For engineCombustionTorque, I use a curve to look up torque at certain RPM. Then engineTotalTorque will be engineCombustionTorque - frictionTorque. This sum of torque is the torque at the engine acting on the flywheel.engineTotalTorque then drives the flywheel with its inertia engineInertia. This engineTotalTorque is resisted by the above wheelReactionTorque. So the netTorque is engineTotalTorque - wheelReactionTorque. This netTorque still drive only the flywheel which is engineInertia, but is resisted by the reaction torque from the wheels. So now the engineRPM is calculated using the formula AngularAcceleration = Torque/Inertia this way: engineRPM += netTorque / engineInertia * deltaTime. The biggest problem now is I don't know which force/torque will be transfered to the wheel and drives the wheels. Can you please help me out here? Second, I don't know where and how to put the clutch in-between, I'm thinking of have a clutchInput float in wheelReactionTorque, so when it's 0 ie clutch disengaged, no resistance torque, engine freely spin the flywheel. clutchInput > 0, percentage of resistance is there, engine now drives itself and the resistance. What do you think about this? Third, should the wheelResistanceTorque be modified with gearRatio before going back to the engine, say wheelResistanceTorque / gearRatio, or wheelResistanceTorque * gearRatio? If yes, should it be divide or multiply? I know that engineTorque going to wheel will have to be multiply with gearRatio, but what about the torque from wheel going back looking from the engine side? I'm planning to stick with built-in wheelCollider despite its drawbacks to save time. I would like to make some sort of "sim-cade" handling similar to GRID or TDU, where the physic and handling is arcade-y, but still involves real physic factors such as managing clutch, tuning suspension, etc, as oppose to fully arcade games like need for speed or burnout. Thank you guys very much in advance.
  9. Dead Run : Road of Zombie Destroy endless poured zombies and survive!Road kill Action game that kills zombies in your favorite car. 'Dead Run : Road of Zombie'
  10. Hey guys, We are working on a project that revolves around driving different types of vehicles. We have already created a basic driving mechanism that works very well, but one of the problems we are having is that the vehicles are obviously rotating around their middle (or more precisely, around their center of mass) which doesn't look too realistic. Moving the center of mass towards the front of the vehicle gave a bit better result, but it makes the vehicles more unstable on frontal collisions and bouncing when encountering terrain unevenness. Our goal is to have the front wheels turn first and "pull" the rest of the car behind them. We are not using wheel colliders, rather one rigidbody (attached to the body of the car) to which we add forces and torque. The code itself is pretty simple, it calculates the turn vector with regards to car mass, user input and some other parameters that we added to each vehicle to differentiate them, and then add torque to the car rigidbody with regards to that vector. My question is, have you encountered this problem, and what would be your suggestion on solving it? Thanks
  11. Hello again everyone, we are delighted to announce that our latest fictitious LMP1 (VSC Prototype) car body content addition is nearing completion, stay tuned for updates! Virtual SlotCars is currently on Steam Early Access, click here for more information! " A Le Mans Prototype (LMP) is the type of sports prototype race car used in the 24 Hours of Le Mans, FIA World Endurance Championship, WeatherTech SportsCar Championship, European Le Mans Series and Asian Le Mans Series. Le Mans Prototypes were created by the Automobile Club de l'Ouest (ACO)." All the best, VSC team :)
  12. Hi guys, check out our new game about sticks. Feedback welcome! Download on Google Play: https://play.google.com/store/apps/details?id=com.stickman.destruction.annihilation3 Youtube: Stickman Destruction 3 Annihilation is a sequel to the legendary game of survival, where to make incredible tricks, driving different transport and getting into different crash! The game is made in the best traditions of simulator games with ragdoll physics elements. Make incredible jumps and tricks and destroy the enemy! Your task is make the finish alive or dead! Website: http://strifexxx.wixsite.com/cyberpony Facebook: https://www.facebook.com/groups/577850349043463/ VK: https://vk.com/club122273704
  13. Zayfod

    VSC Prototype body concept

    Hello again everyone, we are delighted to announce that our latest fictitious LMP1 (VSC Prototype) car body content addition is nearing completion, stay tuned for updates! Virtual SlotCars is currently on Steam Early Access, click here for more information! " A Le Mans Prototype (LMP) is the type of sports prototype race car used in the 24 Hours of Le Mans, FIA World Endurance Championship, WeatherTech SportsCar Championship, European Le Mans Series and Asian Le Mans Series. Le Mans Prototypes were created by the Automobile Club de l'Ouest (ACO)." All the best, VSC team :)
  14. Trym Studios

    The Whaler - Dev Update #10

    Hey Captain`s Time for another update, we have been a bit busy in all ends this few weeks, with planning of how the character customization will work and look, as well as blocking out and starting to shape out Nantucket Island. Progress has also been very good regarding "The Pearl" and it is currently on track for the new milestone we have set. Finally, we have also heard the call from the community and the first zone that will be playable will be called "The Myth of The White Whale", we know a lot of followers have been asking questions about Moby Dick, but as this time period wont fit, it makes a possibility for a future set of content after release. If you know the history the book of Moby dick, it was based upon various true stories of other albino whales that ruled the sea, one of these was Mocha Dick, (together with cappuccino orca *phun*) who was a feared whale that supposedly survived over a 100 encounters with whalers in the areas around Mocha island. It is said that when he was killed, he had around 19 harpoons in him before the encounter even started. But the myth started somewhere! Character Customization: Here is the old and early sketch we made to try an visualize how the character customization will look like the style of this will be of old fine art, and you can choose hat, face and uniform in the portrait. Sketch by Dominik Mayer Environment, Nantucket: Captain Zackarias, Environment Artist Captain Zackarias made the Nantucket island and we have now started to block out and placing the assets. Nantucket is hard one, it`s and Island with almost no trees, and that`s pretty hard to get looking good without making it feel to empty, but it is a challenge we have no problem taking on. The most important thing is to get the port looking good and making it seem busy and alive. "The Pearl" A 16th Century Whaling ship: Captain Mike, Ship Builder Captain Mike is working hard and well on "The Pearl", you might have seen some of his ships in another age of sail game, called Naval Action. We are also opening discord for the public, where you can chat with us, give feedback, QA`s, sing some shanties or listen to shantie radio! Press the link to recieve the invite https://discord.gg/SUr35k9 I also want to thank everybody who voted for us during the indie awards 2017, we made it to TOP 100 and are currently the only game in upcoming realistic sim for the last vote batch. If you like what you see, we would appreciate the continuous support for the last run of votes! http://www.indiedb.com/games/the-whaler-working-title Thanks again for all the support we have gotten, emails, comments and so forth, it means a lot. With that, I wish you a Merry Christmas and an amazing new year. Looking forward for next year and all it will bring on our front! Cheerio, Captain Tommy
  15. Wreckfest is looking to integrate some new tracks in their next release and one of my tracks made it to the final round. I need your votes to make it go all the way ! Please vote for my track right here : https://wreckfest.audiodraft.com/entries/entry/175#.WhARwxeghsA.facebook
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