Guest Uff Posted April 11, 2007 Posted April 11, 2007 Con il nuovo sito web, i SimBin presentano anche il loro nuovo motore, di cui potete vedere uno screen pi
Guest mcdj Posted April 11, 2007 Posted April 11, 2007 ma quindi non dovrebbe esserci alcun legame col Ferrari Project dei Blimey?che pare useranno il motore fisico Ageia.. qualcuno s
pelice Posted April 12, 2007 Posted April 12, 2007 legendo le specifiche tecniche sul sito sembra implementare tecnologie molto interessanti... ottima anche l'idea di usare una sola porta per andare su internet e la possibilit
Guest Ubaldo Posted April 12, 2007 Posted April 12, 2007 bene. Speriamo che il modello di gomme sia avanzatissimo...
Guest Vange Posted April 12, 2007 Posted April 12, 2007 spero: - che il ff sia fatto come si deve - che sia pi
Guest Ubaldo Posted April 12, 2007 Posted April 12, 2007 mah, la sorpresa dovrebbe essere la fisica, al di l
Zakke86 Posted April 12, 2007 Posted April 12, 2007 (edited) mah dall'immagine, graficamente parlando, sembra buono... ora il tutto sembra + fotorealistico soprattutto i riflessi sulla carrozzeria e la gestione della luce... bisogna vedere la fisica e la pesentezza a livello di prestazioni... staremo a vedere... ciaoz Edited April 12, 2007 by Zakke86
Guest Uff Posted April 12, 2007 Posted April 12, 2007 Le caratteristiche dell'engine sono quelle elencate di lato, sul sito. Simulation & Physics * Reality-based simulation of racing cars. * Takes aerodynamics, propulsion, tires, traction, wheels, brakes and suspension into account. * It simulates even the minute details such as weather conditions, tire wear and temperature, fuel consumption and a long list of realistic mechanical failures. * Included are also driving aids, such as traction control, antilock braking system, steer and stability help. * The AI supports different driving personalities and behaviors. Rendering Engine * Support for both HDR and LDR rendering. * Full use of hardware shaders. * DX9 and Xbox 360 compatible. * Cascaded shadow maps with smooth edges utilizing percentage closer filtering (PCF). * Advanced per-pixel lighting model with support for dynamic time of day and fully dynamic shadows. * Real-time reflections. * Dynamic ambient occlusion. * Advanced post processing pipeline (for example; full screen motion blur and bloom). * Static PVS. * Animation with skinning. * Deformable meshes. * Undergrowth system. * Weather effects. Network Engine * Advanced client side prediction. * Bandwidth-throttling. * Replay functionality, i.e. the recording, synchronisation, and playback of data streams and input. * True delta compression of data to minimize network traffic. * Accurate automatic time synchronization. * Peer to Peer as well as Client / Server connectivity. * Stats reporting. * Match-making and LAN host discovery. * Voice-support. * Only uses a single UDP port to easily pass through firewalls. Sound Engine * Written in C++ and intrinsics (SSE). All sound is generated by software running in its own thread, the hardware is only needed to playback the already fully processed 2 or 6 channels (5.1). * The sounds are created using custom made graphs with each node acting as a (multi-) sample player, panner, low-, high-pass filter or volume envelope etc. * Has complete doppler support and makes use of spatial information. Menu System * Layout is stored in XML files, which makes editing easy. * Support for Lua 5.1, a very efficient scripting language. The Lua support makes it easy to expose game functionality to the GUI system. It also makes it possible to embed Lua scripts in the XML files, in order to control the game or the GUI system itself. * Efficient rendering, which makes the system suitable for both in-game and front-end GUI. * Highly portable, only the rendering part is platform-specific and that is already abstracted by Rendering Engine.
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