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    rFactor 2: parliamo di circuiti con Luc

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    Il portale di SimHQ ha pubblicato un interessante articolo dedicato ad rFactor 2: si tratta in particolare di una intervista fatta a Luc Van Camp ed al team di sviluppo che si occupa dei tracciati, nella quale vengono spiegati i vari processi di realizzazione all'interno del simulatore e le caratteristiche peculiari del lavoro.

    Who implements RealRoad into the tracks? What is the process? What point in new track development is it added?

    RealRoad uses the actual track surface mesh, and is typically the first thing that gets built. This is because everything else is built on to it (outer terrain to track, Armco, outer terrain and buildings). So, the track ribbon is built, the segmentation for RealRoad gets applied, and then all the bumps and deformations are put in. It then gets assigned the correct shader to link the visual effects to the physics engine. Near the end of development when we are absolutely sure that the terrain-related objects no longer need to be touched, we map the RealRoad textures to follow the ideal racing line. So all things considered, RealRoad technology doesn’t require a lot of extra work at all for the artists. It’s merely a small task during the terrain creation process...

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