Jump to content

Drive by BeamNG


VELOCIPEDE

Recommended Posts

  • Replies 189
  • Created
  • Last Reply

Top Posters In This Topic

  • VELOCIPEDE

    169

  • delpinsky

    4

  • TurboGigi

    2

  • Lucio Distilleri

    2

  • 3 weeks later...

Some more progress - crash testing the Sunburst, and testing out the new small trailer for the D15 (not textured yet)

10662203_681885205232886_281135718555846
10412024_681885211899552_284064524017885 10405673_681885191899554_844765144219446 10481439_681885231899550_379763492375512

Link to comment
Share on other sites

Beh, che spettacolo! Con una macchina sportiva reale è tutta un'altra cosa.

Non c'è che dire, la dinamica degli incidenti è proprio realistica....

 

Non che si punti a fare incidenti, ma parlando di realismo, questo è ciò che dovremmo avere nei nostri simulatori in un futuro non lontano.

Link to comment
Share on other sites

  • 2 weeks later...

La BeamNG ha rilasciato una nuova versione sperimentale (ovvero beta) del suo interessante Drive: scaricando da Steam la release 0.3.6.1 sarà possibile provare il gioco allo stato attuale di sviluppo, con tutte le features introdotte fino ad ora, comprese quelle non ancora complete. Considerate però che si tratta di una versione instabile e non supportata. Qui sotto un trailer che può darvi un'idea del divertimento che vi aspetta con questo software.

 

BeamNG Drive experimental version 0.3.6.1
After we finally found and fixed a crash that we were working on for some days, we are now able to update the experimental branch again:

Content:

  • Hirochi raceway has collision again smile.png
  • More work on Hirochy raceway: barriers, forest, added undergrowth, road and vegetation work, updated signs, texture work
  • Sunburst: improvements on the suspension, added simple traction control, improved fuel tank and windshield wipers, cvt ratios, increased turbo power, tuning the driving characteristics
  • Tire stabilization improvements on some vehicles
  • Fixed hamster wheel ramp and large tilt base having no collision
  • Reduced shakiness of large crusher (also removed duplicate example crusher)
  • T75: fixes on the engine and the radiator, improving stability a lot when crashing the front
  • Less torsional frame rigidity for pickup and van
  • Tuned shift points for some vehicles
  • Added cubemap to smallgrid (vehicles now have reflections)
  • Added vehicle thumbnails for new vehicle selector (press Space)
  • Parkingbrake hydros added to h45 cargo box
  • Improved collision mesh for the industrial bridges to prevent tire catching when breaking or sliding
  • Corrected some path issues for the rock material on gridmap
  • Bolide collision fixes

Bugs:

  • Collisions with heavy objects are a lot more stable now
  • Rebalanced friction calculations, slightly differently now
  • Cull individual forest item for improved performance of render shadow pass (saves some ms per frame)
  • Fixed vibrations when changing simulation speed to slow motion
  • Fixed UI hiding: should hide properly now
  • Fixed lua split() discarding string parts (be sure to check if your lua script now behaves differently)
  • Fixed file system notifiers taking too much time: faster startup
  • Increased precision on ui update rate

Features:

  • LuaSocket is now completely integrated and always enabled. It has a security sandbox and can only connect to localhost and private IPv4 addresses (the previous command line switch is now obsolete)
  • The ingame UI now uses local:// instead of file://. That enables it to use the virtual filesystem and i.e. load preview images from inside zips. There might be some stuttering in the main menu which we are working on. (This was a huge undertaking to get working well)



This post has been promoted to an article
Link to comment
Share on other sites

  • 2 weeks later...

piove....

 

While creating some extra decal road textures I stumbled on something that could be a cool feature for weather transitions. First, a little background; currently all environmental materials can be transitioned to a "wet" state by adjusting their material values (it doesn't require any texture or material swapping - at least that is the theory). I posted a while back about this as a possible solution for rain, here are the screens from back then:

attachment.php?attachmentid=43794&d=1400

Link to comment
Share on other sites

  • 1 month later...

Progress report

Work enumeration since the 29th of September (last experimental release) (not released yet):

Features:

  • Force Feedback: We worked the last weeks on proper force feedback support, and we are currently trying the 4th approach to get it working better without the issues that are related to the implementation we used so far. The first results are promising but we want to deliver a very nice experience so we got to tune the way it works more smile.png
  • Controls Binding UI (WIP)
  • New parts choosing UI (WIP)
  • OpenGL / Linux Support (WIP): We are currently pushing the first prototype of the gameengine out for testing: https://github.com/GarageGames/Torque3D/issues/587
  • Torque3D render speedups (WIP): We are working on an improved Octree for T3D that will speed up the rendering quite a bit
  • Imposter instancing (WIP): We are trying to speed up the rendering of the Tree Imposters by using Instancing
  • Oculus Rift DK2 (WIP): We got the DK2 and started to add the support for it. It is a lot of work as the way it renders completely changed.
    attachment.php?attachmentid=45762&d=1415
  • Asynchronous shader compilation: reducing lag/halts when playing, funky material loading at startup now but reducing the loading times significantly
  • FPS limiter: Max FPS is currently hardcoded to 60 to allow a smoother gameplay experience, will be set-able later on.
  • Improve speed of generation for grass and other small objects when camera are moving: this fixes the microlag that occurs when driving fast.
  • New HTML GUI for options/settings (supports live changes) (WIP)
    attachment.php?attachmentid=45764&d=1415
  • New CTRL + Space vehicle selector with filters and factory colors (WIP)
    attachment.php?attachmentid=45761&d=1415
  • Force Feedback Debug app: we wrote some helper applications that display the steering wheel position vs the applied force feedback
  • Lua integration into Torque3D for simpler controller binding workflow (just started with it, WIP)
  • Unannounced 3rd party steering thingy (not, we will not ruin the fun by telling you what the outcome will be)
Link to comment
Share on other sites

  • 3 weeks later...

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now



×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.