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Unread postPosted: 06 Jan 2015, 10:32 
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Level 2 - Grain of sand

Joined: 05 Jan 2015, 03:52
Posts: 26
Location: Denmark, Aalborg
Hello folks

I'm a new member here on the forum, and i just wanted to share a little from my project, i've been working on the project for about 3 month now with my partner "Arraial". Im doing all the programming and the setup within Unity, while Arraial does all the 3d modeling and texture work.

So far my focus has been around the physics, i'm not using any parts of Unity's built in Vehicle SDK/WheelCollider, it felt way too "arcadish" for what i had planned, instead i started marking my own system for everything motor, suspension, wheels collision, wheels friction etc etc. In the videos you can see my progress so far, we can make very realistic simulations of all types of vehicles, cranes, machines and much more.

Keep in mind this is a work in progress it does not represent the final result, many things will be changed/improved and added, the graphic effects and environment is pretty much untouched yet.

- Anders Ørum







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Unread postPosted: 06 Jan 2015, 12:38 
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Site Admin
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Joined: 04 Mar 2008, 22:24
Posts: 1501
Location: DK
wow! impressive setup.

Is the wires in the crane also entirely simulated? I could image it would be a headache to do wires properly.

Regardless excellent work!

Are you planning on taking on Cape with their Dig It! simulator? ;)
http://cape.net/games/dig-it/


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Unread postPosted: 06 Jan 2015, 23:44 
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Level 34 - Ring wraith
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Joined: 13 Feb 2013, 14:56
Posts: 348
Location: Aalborg
wow nice job, this look really good!


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Unread postPosted: 07 Jan 2015, 01:32 
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Level 16 - Hellghast
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Joined: 17 Jul 2013, 22:51
Posts: 167
Looks really awesome!


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Unread postPosted: 07 Jan 2015, 08:42 
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Level 25 - John Carmack

Joined: 09 Nov 2009, 13:37
Posts: 255
Location: Cph
Impressive work :like:


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Unread postPosted: 08 Jan 2015, 00:09 
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Level 2 - Grain of sand

Joined: 05 Jan 2015, 03:52
Posts: 26
Location: Denmark, Aalborg
Thank you guys, i'm glad you like it;)


jonaz.dk wrote:

Is the wires in the crane also entirely simulated? I could image it would be a headache to do wires properly.

Are you planning on taking on Cape with their Dig It! simulator? ;)
http://cape.net/games/dig-it/

Currently the wires aren't simulated properly, we do however have plans to make that aswell or atleast to make some test with it, in the end it depends on how much performance it will require to simulate, because the trucks/cranes will already take a big bite of your CPU.

Hehe yes it's no secret that we get a little inspiration from Cape's Dig It! However our plans with this project is more some kind of combination between "Eurotruck Simulator" and "Spintires". Both me and my partner are former modders of "Spintires" this game is really what inspired me to get started on my own, and i believe my vehicle physics system is getting very close to what you see in "Spintires".


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Unread postPosted: 30 Jan 2015, 15:28 
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Level 77 - Naked Cowboy

Joined: 14 Mar 2008, 16:34
Posts: 772
Location: CPH
how is the performance?
-can it run on mobile?

And do you plan to put it on asset store?
-if you do, we want to pre-order :)


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Unread postPosted: 22 Mar 2015, 20:03 
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Level 2 - Grain of sand

Joined: 05 Jan 2015, 03:52
Posts: 26
Location: Denmark, Aalborg
Hello again

So i'm back again working hard on my project after a little break.

I want to show you guys a little update on the project, hope you enjoy.

-Anders Ørum





Last edited by AndersOrum on 25 Dec 2016, 02:25, edited 2 times in total.

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Unread postPosted: 22 Mar 2015, 20:10 
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Level 2 - Grain of sand

Joined: 05 Jan 2015, 03:52
Posts: 26
Location: Denmark, Aalborg
vonknut wrote:
how is the performance?
-can it run on mobile?

And do you plan to put it on asset store?
-if you do, we want to pre-order :)



Hi Vonknut

Sorry i haven't replied to your question before now.

-Performance? Well compared to the other Vehicle Physics solution out there( like Edy's, UnityCar Pro) etc. then it's pretty heavy i'm pretty sure this wont work on mobile, although i haven't tried my self. But i'm still working on optimizing everything i can.

-I still haven't decided if i'm going to sell it or not.


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Unread postPosted: 23 Mar 2015, 12:55 
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Level 77 - Naked Cowboy

Joined: 14 Mar 2008, 16:34
Posts: 772
Location: CPH
Thanks for the reply.


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Unread postPosted: 06 Oct 2015, 18:16 
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Level 2 - Grain of sand

Joined: 05 Jan 2015, 03:52
Posts: 26
Location: Denmark, Aalborg
Hi guys,

So it's been a long time since i last posted any updates, but that does NOT mean development have stopped meanwhile, so here is a few of my lastest videos of my progress with the project.

I have 2 new main features i've been working on the last couple of months.

1: Physics Based Tire Deformation, i've completely redesigned my old WheelCollider and come up with a much better system that allows for simulation of tire pressure, deformation and much more this is not just a visual effect the wheelcollider is deforming aswell, it's still in early stage with room for much improvement especially the visual deformation needs some smoothing as you can see in the video below.

2: Physics Based Terrain Deformation, I've worked a little on a terrain deformation system, i want to be able to simulate different types of surfaces & soils, currently it's only in prototyping phase there is a ton of things a need to figure out before this will make it to the game, but i'm optimistic about it.



Best regards
-Anders Ørum


Last edited by AndersOrum on 25 Dec 2016, 02:24, edited 1 time in total.

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Unread postPosted: 09 Oct 2015, 11:22 
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Level 77 - Naked Cowboy

Joined: 14 Mar 2008, 16:34
Posts: 772
Location: CPH
Please put on asset store - asap, so I can throw money after it :)


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Unread postPosted: 11 Oct 2015, 19:25 
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Level 2 - Grain of sand

Joined: 05 Jan 2015, 03:52
Posts: 26
Location: Denmark, Aalborg
vonknut wrote:
Please put on asset store - asap, so I can throw money after it :)


Sorry it wont be on the Asset store anytime soon, after i've finished my game i will consider whether or not i will put it up for sale ;)


Last edited by AndersOrum on 13 Oct 2015, 00:34, edited 1 time in total.

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Unread postPosted: 12 Oct 2015, 07:35 
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Level 25 - John Carmack

Joined: 09 Nov 2009, 13:37
Posts: 255
Location: Cph
:like:


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Unread postPosted: 13 Oct 2015, 00:39 
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Level 2 - Grain of sand

Joined: 05 Jan 2015, 03:52
Posts: 26
Location: Denmark, Aalborg
Hi, another update on the tire physics, i've improved handling and stability of the tire which gives vehicles much better handling at higher speeds, and also improved the visual deformation.



Last edited by AndersOrum on 25 Dec 2016, 02:24, edited 1 time in total.

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Unread postPosted: 18 Dec 2015, 23:06 
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Level 2 - Grain of sand

Joined: 05 Jan 2015, 03:52
Posts: 26
Location: Denmark, Aalborg
Hi again,

New update on tire physics again, and yet again i've started work on a new wheelcollider, that means scrapping the old model from the last 2 videos, bye bye 3 months of work :p Anyway i'm happy to scrap the old model for what i'm working on now, i'm currently working on implementing Truss Softbody Physics Engine(similar to RoR & BeamNG's physics engine) in my system so far i've only worked on the tires, but i will soon start working on softbody based suspension and chassis.

The change to softbody based tires has made major improvements to the vehicles handling specially at high speeds or when crawling on rocks and other stuff.

Toyota FJ40 & Mtvr MK25:


Last edited by AndersOrum on 25 Dec 2016, 02:23, edited 1 time in total.

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Unread postPosted: 18 Apr 2016, 21:06 
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Level 2 - Grain of sand

Joined: 05 Jan 2015, 03:52
Posts: 26
Location: Denmark, Aalborg
Hi finally time for an update again,

Lately i've been working on improving Powertrain/Drivetrain simulation, all Powertrain/Drivetrain (Engine, Gearbox, TransferCase, Differentials etc.) code is completely reworked since last videos and is now based on real ratios & values, but it's still work a in progress(at 2.05 & 5.00 differentials are locked which is the reason for the suddon power/traction).



Last edited by AndersOrum on 25 Dec 2016, 02:23, edited 1 time in total.

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Unread postPosted: 20 Jul 2016, 02:38 
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Level 2 - Grain of sand

Joined: 05 Jan 2015, 03:52
Posts: 26
Location: Denmark, Aalborg
Good news! I've finally started working on fully softbody based vehicles, similar to RoR/BeamNG, here's an early test of it.



Last edited by AndersOrum on 25 Dec 2016, 02:22, edited 1 time in total.

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Unread postPosted: 26 Jul 2016, 12:53 
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Joined: 04 Mar 2008, 22:24
Posts: 1501
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Nice! excellent work as usual!
Love the wobbliness of the wooden part of the lorry.

This might be out of scope. But will material fractures be part of the plan at any point in the foreseeable future?


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Unread postPosted: 28 Jul 2016, 18:50 
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Level 2 - Grain of sand

Joined: 05 Jan 2015, 03:52
Posts: 26
Location: Denmark, Aalborg
jonaz.dk wrote:
Nice! excellent work as usual!
Love the wobbliness of the wooden part of the lorry.

This might be out of scope. But will material fractures be part of the plan at any point in the foreseeable future?


Thank you ;)

Unfortunately no, fracturing is not supported and i don't think it will be anytime soon either. But i can make parts breakable, like cabin,hood,doors,fueltank etc under heavy forces they can be ripped of the chassis.

Here's a small update on some of the stuff i've been working on this week, i'm working on a debugger system for my softbody based vehicles, this system allows me to check chassis and parts for stress.

Visibility increases as stress raises
Red link = Compression
Blue link = Stretching
Dark Blue/Black = Deformed



Last edited by AndersOrum on 25 Dec 2016, 02:22, edited 1 time in total.

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Unread postPosted: 29 Jul 2016, 09:42 
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Level 19 - Wario

Joined: 21 Jul 2009, 19:03
Posts: 196
Location: England
Amazing!!!!
It looks just incredible!
Is there any way I can try it out for myself by any chance?
Well done to you.


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Unread postPosted: 11 Aug 2016, 17:43 
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Level 2 - Grain of sand

Joined: 05 Jan 2015, 03:52
Posts: 26
Location: Denmark, Aalborg
ZeroHero wrote:
Amazing!!!!
It looks just incredible!
Is there any way I can try it out for myself by any chance?
Well done to you.


Thank you :) and sorry for the late reply, unfortunately no i don't have a demo ready yet, i hope to have it ready within a month or so, but i'll post more info here as soon i got any ;)


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Unread postPosted: 11 Aug 2016, 17:55 
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Level 2 - Grain of sand

Joined: 05 Jan 2015, 03:52
Posts: 26
Location: Denmark, Aalborg
After almost 2 years of lonely driving i finally made some buddies/enemies to play with, i've started working on some AI controllers for my vehicles, currently it features 4 different modes:

1. Chase: They will try their best to wreck you
2. Follow: Useful for convoy driving
3. Checkpoint: They will follow a predefined route(route can be changed during runtime)
4. Flee : They will try to get away from you(not shown in video)

https://www.youtube.com/watch?v=25C7GMC1h0Q



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Unread postPosted: 15 Jan 2017, 05:05 
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Level 2 - Grain of sand

Joined: 05 Jan 2015, 03:52
Posts: 26
Location: Denmark, Aalborg
Finally time for an update on my terrain physics system, this video is a early test of the new updated system, many improvements have been made since my last video on the terrain system:
- It now works with 2 physics engines PhysX and Truss, and can run both simultaneously or just engine alone.
- Added terrain mesh generation based on terrain heightmap.
- Added runtime terrain mesh deformation based on heightmap, this is used if the terrain only is deformed in Truss physics, in that case the Terrain Component isn't needed, and a mesh will be used render the terrain instead.(this currently used in the video)
- Added terrain tiling support.
- Massive performance upgrade.
- Because of tiling support and the performance upgrade, the detail of the terrains collision mesh is now 6-7 times higher, and could be increased even further without much effect on performance.
- Improved the terrain physics model(still based on a simple model, but will be improved a lot later).
- And many many other changes.



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Unread postPosted: 15 Jan 2017, 19:47 
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Level 77 - Naked Cowboy

Joined: 14 Mar 2008, 16:34
Posts: 772
Location: CPH
Sexy stuff!

Have you tested it on mobile at all?
-or do you know for a fact, that its a no-go.

And whats the eta on the assets store version?
-so people can throw money your way :)


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