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Speeder

Modders
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  1. Thanks
    Speeder got a reaction from TDU Iceman in TDU World Editor   
    View File TDU World Editor
    Introduction
    After editing by hand some sectors for the next update of Project Paradise, I thought it could be nice to create a proper map editor for TDU. After all, that's the only part of the game which has never been modded before. 🙂 (and yes, next pp update should come soon, so less pm spam everyone thanks)
     
     
     
    Description
    Even if it's called "Editor", this tool is a toolbox to export your files in your favorite 3D editor (maya, 3DS max, blender,... any editor as long as it's compatible with .obj) and obviously do the opposite. 😛
    This choice as been made simply because I didn't want to make the usage of a cheap and badly written 3D editor an obligation. 😄
    .obj has a pretty basic structure making easy to build an object from nothing.
     
     
     
    Features
    Heightmap Creation/Import/Export Material Editor World Objects Creation/Import/Export Road Collision Support (Havok *-R.shk) World Collision Support (Havok *.shk) Entities Management Soundscape Edition Wire Editor Map Network Editor Security Ramp Editor  
    Green: done / almost done
    Orange: in progress
    Brown: just started / researches
    Red: todo
     
    Screenshots
    Terrain Edition

    Fast and clean heightmap edition (note: only the Y-axis is used by the game)
     

    Untextured/Textured heightmap
     
    World Object Edition

    Imported Untextured Object from a *-O.3DG (some oil station)
     

    Imported Road Network from a -O.3DG with a bit of Havok vertex (yellow dots)
     

    Terrain, world objects, havok collision mesh
     

    Havok Mesh in Editor, Havok Mesh Exported to TDU (early test)
     

    Custom low poly mesh (edited plane) exported as Havok Collision Mesh
     

    World Object Import (W.I.P.)
     

    World Objects with custom pivot point
     

    Basic Material Editor
     
     
    Changelog
    Objects Import/Export UI update Now using collada Complete and detailed user guide inside the archive  
    I'll try to keep the thread updated as often as I can.
    Opened to suggestions / Q&A / testing (dont ask for that yet :cheeky:) / ...
    Submitter Speeder Submitted 10/04/2020 Category Tools / Others  
  2. Thanks
    Speeder got a reaction from MagicV8 in TDU World Editor   
    View File TDU World Editor
    Introduction
    After editing by hand some sectors for the next update of Project Paradise, I thought it could be nice to create a proper map editor for TDU. After all, that's the only part of the game which has never been modded before. 🙂 (and yes, next pp update should come soon, so less pm spam everyone thanks)
     
     
     
    Description
    Even if it's called "Editor", this tool is a toolbox to export your files in your favorite 3D editor (maya, 3DS max, blender,... any editor as long as it's compatible with .obj) and obviously do the opposite. 😛
    This choice as been made simply because I didn't want to make the usage of a cheap and badly written 3D editor an obligation. 😄
    .obj has a pretty basic structure making easy to build an object from nothing.
     
     
     
    Features
    Heightmap Creation/Import/Export Material Editor World Objects Creation/Import/Export Road Collision Support (Havok *-R.shk) World Collision Support (Havok *.shk) Entities Management Soundscape Edition Wire Editor Map Network Editor Security Ramp Editor  
    Green: done / almost done
    Orange: in progress
    Brown: just started / researches
    Red: todo
     
    Screenshots
    Terrain Edition

    Fast and clean heightmap edition (note: only the Y-axis is used by the game)
     

    Untextured/Textured heightmap
     
    World Object Edition

    Imported Untextured Object from a *-O.3DG (some oil station)
     

    Imported Road Network from a -O.3DG with a bit of Havok vertex (yellow dots)
     

    Terrain, world objects, havok collision mesh
     

    Havok Mesh in Editor, Havok Mesh Exported to TDU (early test)
     

    Custom low poly mesh (edited plane) exported as Havok Collision Mesh
     

    World Object Import (W.I.P.)
     

    World Objects with custom pivot point
     

    Basic Material Editor
     
     
    Changelog
    Objects Import/Export UI update Now using collada Complete and detailed user guide inside the archive  
    I'll try to keep the thread updated as often as I can.
    Opened to suggestions / Q&A / testing (dont ask for that yet :cheeky:) / ...
    Submitter Speeder Submitted 10/04/2020 Category Tools / Others  
  3. Like
    Speeder got a reaction from Sil3nc3r- in Test Drive Unlimited: Project Paradise [v0.03A PUBLIC BETA AVAILABLE!]   
    Features
    FreeRide's back online! New back-end features (such as time synchronisation) New client features (key shortcut, launch options, ...) Fuel Mode Modding enhancement Graphics Tweaking Small Tweaks (such as faster launch) And more! Disclaimer
    Even if this mod doesn't affect directly your game files, installing this mod is at your own risk. We are not liable in any way for any damage to equipment or loss of income that may occur due to its usage. 🙂
     
    F.A.Q.
    Q. Do I have to own a legal version of TDU?
    Yes
     
    Q. How do I install the mod / how can I solve my issues?
    See the ReadMe in the archive, it will solve most of your issues 😄
     
    Q. Do I have to own the Megapack to play online?
    No. You need however the latest official version of TDU (1.66A)
     
    Q. Is there any mod incompatibility with the mod?
    Most of your mods should work (unless it implies executable modifications)
     
    Q. Is this completely free?
    This mod is, and will ever be 110% free.
     
    Q. Where can I download the source code or the server binaries to set my own server?
    This isn't possible at the moment (because it would be pointless to setup many TDU servers when the game work in P2P). If the server close, the binaries will be released.
     
    Q. What features aren't / won't be working at release? (this list may change)
    Clubs, Drive In, Multiplayer Lobby, Leaderboard, E-bay
     
    Q. Can I play offline with this mod and keep the features (such as the fuel mode)?
    Yes
     
    Q. Do I need a powerful connection to play?
    If your connection used to work on the official server, then it'll work too there
     
    Q. Can I play with Xfire, Steam, MSi afterburner integrated into my game?
    No, because it will cause conflicts with the mod. You'll have to play without those
     
    Q. I get an error message on connection because of my username
    Read the instructions provided in the archive
     
    Q. Is there more features to come?
    Maybe... who knows! 🙂
     
     
    Download Links
    Test Drive Unlimited: Multiplayer Modification
    Version: 0.03A   Description: Multiplayer Game Client with a lot of awesome features!  
    Logitech G27 Racing Wheel Fix
    Version: 0.01   Description: Fix 1.66A force-feedback and add led support  
     
    Credits
    lean (code), Milli (fuel assets), Speeder (code)
     
    Special thanks
    Thanks to the donators
    Harry B., [email protected]_$HOTGUN, Damian L., t0m3k911
     
    Thanks to the testers
    big 206 fan, X8X8X, [email protected]_$HOTGUN, DrifteaCent, TDUZoqqer, DJoyTinnio, iLLGT3, Reventón09, Automotive Gaming, t0m3k911, Ryzza5, Dux, Rassva, Zlatko Ilijeski, Prince-Matt, and anyone I forgot to add here because of my empty sent items box 😄
     
    Thanks to Diablo and all turboduck staff for keeping alive this (awesome) community
     
    ... and thanks to anyone who supported the project.
     
    Remember guys, it's only the beginning! #TDUForever 😉
  4. Like
    Speeder got a reaction from Djey in Logitech G27 Racing Wheel Fix   
    View File Logitech G27 Racing Wheel Fix
    From Project Paradise, here's a working download link to the Logitech G27 Racing Wheel Fix.
    What it does, it fix the Force Feedback for the Logitech G27 Racing Wheel. A must have if you play with this wheel !
    Instructions:
    - Open RAR file and extract the "dinput8" file into C :\Programs Files (x86)\Atari\Test Drive Unlimited
    For full experience, I would recommend to launch paradise_laucher.exe or TestDriveUnlimited.exe with the Logitech controller app. 
    All credits goes to the original creator of the mod: Speeder
    Submitter Speeder Submitted 05/12/2019 Category Tools  
  5. Like
    Speeder got a reaction from MagicV8 in Logitech G27 Racing Wheel Fix   
    View File Logitech G27 Racing Wheel Fix
    From Project Paradise, here's a working download link to the Logitech G27 Racing Wheel Fix.
    What it does, it fix the Force Feedback for the Logitech G27 Racing Wheel. A must have if you play with this wheel !
    Instructions:
    - Open RAR file and extract the "dinput8" file into C :\Programs Files (x86)\Atari\Test Drive Unlimited
    For full experience, I would recommend to launch paradise_laucher.exe or TestDriveUnlimited.exe with the Logitech controller app. 
    All credits goes to the original creator of the mod: Speeder
    Submitter Speeder Submitted 05/12/2019 Category Tools  
  6. Like
    Speeder got a reaction from TDU Iceman in Logitech G27 Racing Wheel Fix   
    View File Logitech G27 Racing Wheel Fix
    From Project Paradise, here's a working download link to the Logitech G27 Racing Wheel Fix.
    What it does, it fix the Force Feedback for the Logitech G27 Racing Wheel. A must have if you play with this wheel !
    Instructions:
    - Open RAR file and extract the "dinput8" file into C :\Programs Files (x86)\Atari\Test Drive Unlimited
    For full experience, I would recommend to launch paradise_laucher.exe or TestDriveUnlimited.exe with the Logitech controller app. 
    All credits goes to the original creator of the mod: Speeder
    Submitter Speeder Submitted 05/12/2019 Category Tools  
  7. Like
    Speeder got a reaction from Aaron Rays in Test Drive Unlimited: Project Paradise [v0.03A PUBLIC BETA AVAILABLE!]   
    Features
    FreeRide's back online! New back-end features (such as time synchronisation) New client features (key shortcut, launch options, ...) Fuel Mode Modding enhancement Graphics Tweaking Small Tweaks (such as faster launch) And more! Disclaimer
    Even if this mod doesn't affect directly your game files, installing this mod is at your own risk. We are not liable in any way for any damage to equipment or loss of income that may occur due to its usage. 🙂
     
    F.A.Q.
    Q. Do I have to own a legal version of TDU?
    Yes
     
    Q. How do I install the mod / how can I solve my issues?
    See the ReadMe in the archive, it will solve most of your issues 😄
     
    Q. Do I have to own the Megapack to play online?
    No. You need however the latest official version of TDU (1.66A)
     
    Q. Is there any mod incompatibility with the mod?
    Most of your mods should work (unless it implies executable modifications)
     
    Q. Is this completely free?
    This mod is, and will ever be 110% free.
     
    Q. Where can I download the source code or the server binaries to set my own server?
    This isn't possible at the moment (because it would be pointless to setup many TDU servers when the game work in P2P). If the server close, the binaries will be released.
     
    Q. What features aren't / won't be working at release? (this list may change)
    Clubs, Drive In, Multiplayer Lobby, Leaderboard, E-bay
     
    Q. Can I play offline with this mod and keep the features (such as the fuel mode)?
    Yes
     
    Q. Do I need a powerful connection to play?
    If your connection used to work on the official server, then it'll work too there
     
    Q. Can I play with Xfire, Steam, MSi afterburner integrated into my game?
    No, because it will cause conflicts with the mod. You'll have to play without those
     
    Q. I get an error message on connection because of my username
    Read the instructions provided in the archive
     
    Q. Is there more features to come?
    Maybe... who knows! 🙂
     
     
    Download Links
    Test Drive Unlimited: Multiplayer Modification
    Version: 0.03A   Description: Multiplayer Game Client with a lot of awesome features!  
    Logitech G27 Racing Wheel Fix
    Version: 0.01   Description: Fix 1.66A force-feedback and add led support  
     
    Credits
    lean (code), Milli (fuel assets), Speeder (code)
     
    Special thanks
    Thanks to the donators
    Harry B., [email protected]_$HOTGUN, Damian L., t0m3k911
     
    Thanks to the testers
    big 206 fan, X8X8X, [email protected]_$HOTGUN, DrifteaCent, TDUZoqqer, DJoyTinnio, iLLGT3, Reventón09, Automotive Gaming, t0m3k911, Ryzza5, Dux, Rassva, Zlatko Ilijeski, Prince-Matt, and anyone I forgot to add here because of my empty sent items box 😄
     
    Thanks to Diablo and all turboduck staff for keeping alive this (awesome) community
     
    ... and thanks to anyone who supported the project.
     
    Remember guys, it's only the beginning! #TDUForever 😉
  8. Like
    Speeder got a reaction from Minime891 in Test Drive Unlimited World Editor V0.04   
    @Minime891 sorry it might take some time since I'm rewriting the tool from scratch (with missing file format support, like .uva and .pmi). :D
  9. Like
    Speeder got a reaction from StarGT in Distant mountains with more quality,   
    TDU2 probably use the same system as TDU1, so the distant sector (here the moutains) uses the 'Area-x-x-x-x' geometry file instead of the 'Sector-x-x-x-x'.
     
    To put it short:
    - An Area folder contains several sectors files + a area bnk, which is used as the highest LOD (level of detail) on the map screen and in game (for the farest sector that's not loaded into memory yet)
    - A sector acts as the lowest LOD and is (afaik) only used in game. It also contains multiple LOD for sector specific geometry (e.g. lighthouse, ...) as well as an heightmap for the terrain (which is splitted into several patches for tesselation)
     
    There might also be a way to edit the way the game streams the sectors (by adding more sectors to be loaded into memory) if it's not hardcoded into the game code. :geek:
  10. Like
    Speeder reacted to Eudemon in A new chapter for turboduck!   
    [SIZE=6][B]I Am Leaving But This Is Not Goodbye[/B][/SIZE] After more than 11 years of being the admin and owner of this here community I have decided that it is time to fly the virtual nest [I](wait, do ducks have nests?)[/I] and hand control over to someone else who can really make the :duck: fly! [I](harhar, me do pun)[/I] It’s been an amazing amount of time and a hell of an experience being the main muppet of this place and I will miss some of the behind the scenes work. And it still amazes me that I have watched a number of members here grow up and mature, going from being punk kids who hate school to becoming adults and moving on with their lives. Some of you have even confided in me how finding this place benefited you in ways I could never imagine which was extremely humbling. I have also met some of you incredible in real life. Getting to travel with that crazy lot down to Namco Bandai Partners in London was superb. Every one of them was a real character and a barrel of laughs. Hopefully, we’ll get to meet up some time again guys!! :bigsmile: Meeting people for real is generally a rare thing with online communities, and even though the vast majority of those I have interacted with on here have been only through text or chat in a game, I do consider a number of them friends who I would very much like to meet. It may sound weird, but those times where we all jumped on to play a few hours of whatever game gave the same feeling and sense of enjoyment as meeting up with my mates for a drink at the pub. In the sense that the banter was flowing and so were plenty of jokes. And of course a good amount of these times had alcohol present! :D From humble beginnings to becoming a known name in certain gaming circles, and in such, getting noticed by the people behind them. Resulting in being able to get to know and meet Mr Nadal and all of Eden Games, Lee ‘Pizza & Games’ Kirton formerly of Atari and now Namco Bandai Partners, and having back and forth conversations with sterling community managers such as Soufyane and Natchai at Ubisoft. There are probably more but my stupid memory cannot remember who they are. :confused: Last but not least I come to all of you guys, the members. Whether you are someone who shares their excellent in-game or real life images and video, a modder putting out good stuff for the community to use with their game, or just simply a chatty sod. Know that I have enjoyed seeing all sorts here. :tup: I wish I could say more and be more epic with this but you all know how terrible I am at this sort of thing. So, I will say my goodbyes but rest assured I am not leaving, I will still be around, but not in an official capacity, and in a funny way this will actually not only help me, but also help this place as the new boss can surely give it what I wasn’t able to. I got a bit of time as one of the better members to show the new boss around and give them the wealth of my experience (oh boy) before I become one of you scum. And so with that, all I have left to say is... smoke me a kipper, I'll be back for breakfast! :crazy: [SIZE=5]Cheers![/SIZE] [SIZE=6]Diablo[/SIZE] (former community Admin & Owner) So.. uh what? [B]Q: Who is the new owner of turboduck on tduck?[/B] [I]A: The new owner is now in control and uses the @Diablo account.[/I] [B]Q: Who is Diablo now then?[/B] [I]A: Diablo, as they used to be, is now under the @insaneone username.[/I] [B]Q: Will Diablo still be around?[/B] [I]A: Of course they will, but as @insaneone as this is who they are now (and has always been! :cheeky:).[/I] [B]Q: Why did Diablo leave?[/B] [I]A: They haven't left, they are now known as @insaneone and so is still here. As much as the original Diablo loved this place, they knew it was time to pass it on so that the :duck:'s future could be preserved. :cool:[/I]
  11. Like
    Speeder got a reaction from Darkboy in Test Drive Unlimited World Editor V0.04   
    [quote name='Minime891'] @Speeder It would be cool if you could look at it but i understand that you have chosen to put your time into some thing else. With out .shk there is nothing that can be done as i'm sure you know.[/QUOTE] I've already started rewriting the whole thing (including bnk depack/repack so that you don't have to repack it yourself, proper terrain tessellation management, multiple sector edition, ...). Havok stuff is next. :D
  12. Like
    Speeder got a reaction from Automotive Gaming in Test Drive Unlimited World Editor V0.04   
    [quote name='Minime891'] @Speeder It would be cool if you could look at it but i understand that you have chosen to put your time into some thing else. With out .shk there is nothing that can be done as i'm sure you know.[/QUOTE] I've already started rewriting the whole thing (including bnk depack/repack so that you don't have to repack it yourself, proper terrain tessellation management, multiple sector edition, ...). Havok stuff is next. :D
  13. Like
    Speeder got a reaction from MagicV8 in Test Drive Unlimited World Editor V0.04   
    [quote name='Minime891'] @Speeder It would be cool if you could look at it but i understand that you have chosen to put your time into some thing else. With out .shk there is nothing that can be done as i'm sure you know.[/QUOTE] I've already started rewriting the whole thing (including bnk depack/repack so that you don't have to repack it yourself, proper terrain tessellation management, multiple sector edition, ...). Havok stuff is next. :D
  14. Like
    Speeder got a reaction from Milli in Test Drive Unlimited World Editor V0.04   
    [quote name='Minime891'] @Speeder It would be cool if you could look at it but i understand that you have chosen to put your time into some thing else. With out .shk there is nothing that can be done as i'm sure you know.[/QUOTE] I've already started rewriting the whole thing (including bnk depack/repack so that you don't have to repack it yourself, proper terrain tessellation management, multiple sector edition, ...). Havok stuff is next. :D
  15. Like
    Speeder got a reaction from Minime891 in Test Drive Unlimited World Editor V0.04   
    [quote name='Minime891'] @Speeder It would be cool if you could look at it but i understand that you have chosen to put your time into some thing else. With out .shk there is nothing that can be done as i'm sure you know.[/QUOTE] I've already started rewriting the whole thing (including bnk depack/repack so that you don't have to repack it yourself, proper terrain tessellation management, multiple sector edition, ...). Havok stuff is next. :D
  16. Like
    Speeder got a reaction from Darkboy in Test Drive Unlimited World Editor V0.04   
    Don't expect too much from the .shk generation, as far as I remember the MOPP (the bytecode used by the physics engine) generated is totally wrong.
    I guess it could be cool to give it some time and rewrite a tool for map edition (research papers on MOPP emerged those last years). :D
  17. Like
    Speeder got a reaction from Minime891 in Test Drive Unlimited World Editor V0.04   
    Don't expect too much from the .shk generation, as far as I remember the MOPP (the bytecode used by the physics engine) generated is totally wrong.
    I guess it could be cool to give it some time and rewrite a tool for map edition (research papers on MOPP emerged those last years). :D
  18. Like
    Speeder got a reaction from Milli in Horsepower   
    @Ryzza5 Yep that's exactly how it works :D
  19. Like
    Speeder got a reaction from Milli in Horsepower   
    Since I'm currently working on a virtual file system (GitHub - ProjectHorsepower/horsepower at modern_io), I thought it would be nice to write a small post about mods (well at least how I plan to implement these). :)
     
    Mods are split in two categories:

    Local Mods: mods applied locally; meaning others won't see the mod. This is typically anything that doesn't interact with gameplay (3D models, sounds, textures, graphics effects, ...).
    Global Mods: mods applied globally. This kind of mod would be stored on the server, and shared to the connected clients (either direct download via HTTP or simply ask the user to download the mods from an external link). This kind of mods cover everything the local mods don't (3d levels, physics settings, gamemode, time of day, etc.).

    What does it have to do with the virtual file system thingy? :D
     
    Thanks to a virtual file system (vfs), you can virtually build a directory from different locations (zip archives, disk folders, network content, ...). And that's where it gets interesting.
    With that setup, you can easilly extend the game content without touching your base data. It basically means mods can be shared as zip archives, drag 'n dropped to the mods folder and that's all. If the mod doesn't match your expectations, and you want to uninstall it, you simply remove the archive from the mods folder.
    Another interesting feature (not implemented yet, but shouldn't take too long) is stackable mods, which let you override other mods content without needing to disable/remove these.
     
    Example:
    -Mod A introduces new car model CarModelA, with its own set of texture, 3d model, sound, ...
    -Mod B replaces CarModelA texture set, and introduces new textures for environment
    -Mod C replaces CarModelA sound
    -Mod D replaces CarModelA texture set, overriding Mod B (but doesn't disable the new textures introduced by mod B)
     
    This would work either automatically (based on the archive date) or manually (introducing a priority index or something like that).
    The folder hiearchy would look something like this:
    | Game.zip (base game data that should not be modified)
    | Game/ (folder containing permanent changes, if you want to override base game data)
    | Mods/ (folder containing mod archives, which can be added/removed on the fly)
    | Game.exe
     
    Last week progress (warning: contains geeky mumbo jumbo :p):

    Implemented GameObject binary serialization/deserialization
    Better GameObject API (e.g. component can be added in a template fashion, 'gameObject->AddComponent<Mesh>( "Tree.mesh" )')
    Better unicode support (which should allow to port the code easilly to *nix or MacOS later)

  20. Like
    Speeder got a reaction from TDUZoqqer in Horsepower   
    Since I'm currently working on a virtual file system (GitHub - ProjectHorsepower/horsepower at modern_io), I thought it would be nice to write a small post about mods (well at least how I plan to implement these). :)
     
    Mods are split in two categories:

    Local Mods: mods applied locally; meaning others won't see the mod. This is typically anything that doesn't interact with gameplay (3D models, sounds, textures, graphics effects, ...).
    Global Mods: mods applied globally. This kind of mod would be stored on the server, and shared to the connected clients (either direct download via HTTP or simply ask the user to download the mods from an external link). This kind of mods cover everything the local mods don't (3d levels, physics settings, gamemode, time of day, etc.).

    What does it have to do with the virtual file system thingy? :D
     
    Thanks to a virtual file system (vfs), you can virtually build a directory from different locations (zip archives, disk folders, network content, ...). And that's where it gets interesting.
    With that setup, you can easilly extend the game content without touching your base data. It basically means mods can be shared as zip archives, drag 'n dropped to the mods folder and that's all. If the mod doesn't match your expectations, and you want to uninstall it, you simply remove the archive from the mods folder.
    Another interesting feature (not implemented yet, but shouldn't take too long) is stackable mods, which let you override other mods content without needing to disable/remove these.
     
    Example:
    -Mod A introduces new car model CarModelA, with its own set of texture, 3d model, sound, ...
    -Mod B replaces CarModelA texture set, and introduces new textures for environment
    -Mod C replaces CarModelA sound
    -Mod D replaces CarModelA texture set, overriding Mod B (but doesn't disable the new textures introduced by mod B)
     
    This would work either automatically (based on the archive date) or manually (introducing a priority index or something like that).
    The folder hiearchy would look something like this:
    | Game.zip (base game data that should not be modified)
    | Game/ (folder containing permanent changes, if you want to override base game data)
    | Mods/ (folder containing mod archives, which can be added/removed on the fly)
    | Game.exe
     
    Last week progress (warning: contains geeky mumbo jumbo :p):

    Implemented GameObject binary serialization/deserialization
    Better GameObject API (e.g. component can be added in a template fashion, 'gameObject->AddComponent<Mesh>( "Tree.mesh" )')
    Better unicode support (which should allow to port the code easilly to *nix or MacOS later)

  21. Like
    Speeder got a reaction from TDUZoqqer in Community development: Project DRIVE (working title)   
    I fail to see how both project are incompatible.
    Plus your work on UI looks pretty great, it would be a waste to throw that away don't you think? :)
  22. Like
    Speeder got a reaction from TDUZoqqer in Horsepower   
    @Diablo: roger that :D I have setup a git repo with the current codebase: [URL='https://github.com/ProjectHorsepower/horsepower']GitHub - ProjectHorsepower/horsepower: Horsepower - MMO Racing Game[/URL] The code should be compilable (as long as you follow the Readme). There is not code guideline/contribution guide whatsoever yet, if people are willing to contribute I'll make one. :) I've also made a [URL='https://trello.com/b/XgBYgiT3/']Trello[/URL] to manage the project's roadmap
  23. Like
    Speeder got a reaction from Djey in Horsepower   
    @Diablo: roger that :D I have setup a git repo with the current codebase: [URL='https://github.com/ProjectHorsepower/horsepower']GitHub - ProjectHorsepower/horsepower: Horsepower - MMO Racing Game[/URL] The code should be compilable (as long as you follow the Readme). There is not code guideline/contribution guide whatsoever yet, if people are willing to contribute I'll make one. :) I've also made a [URL='https://trello.com/b/XgBYgiT3/']Trello[/URL] to manage the project's roadmap
  24. Like
    Speeder reacted to TDUZoqqer in Horsepower   
    Ahh, that's what I thought. Had the volumetric clouds in mind ever since I've seen how """"""easy"""""" they are to setup (good look / implementation ratio-wise; 2D sky masks take just as long, they just doesn't look so nice), but I was told by various people that it actually is only suitable for Archviz/Rendering projects and not real time-calculations, like a game. It's probably possible to make it a GPU based particles emitter, but I don't have my head right now for improving my (barely existant :lol: ) environment. Probably gonna care about that a bit later. Gonna hit you up later when I am at this point myself :p
     
    Oh cool, as so, I can recomend you a tutorial series I found on Youtube. Although it's in Russian and he is using UE4, (and the videos are 1h+ each and there are like 15 of it; needed to watch them all, rip), it might come handy for other engines too.
    Иван Новожилов
     
    His tutorials work like a charm, and eventhough I barely passed my physics exam at school, the cars are really fun to play around with. (with a few tweaks for my needs)
     
     
    Also, found this really useful paper for physics builds:
    Car Physics
     
    Maybe it's useful, eventhough I think you already know what you're doing.
     
    Eitherway, looking forward for your progress!! :)
  25. Like
    Speeder got a reaction from TDUZoqqer in Horsepower   
    @TDUZoqqer: right now it roughly takes 3.5ms per frame (with temporal reprojection enabled) at 1080p, which is expensive I have to admit. It should be possible to go below 1.5ms ([URL='http://advances.realtimerendering.com/s2017/Nubis%20-%20Authoring%20Realtime%20Volumetric%20Cloudscapes%20with%20the%20Decima%20Engine%20-%20Final%20.pdf']as suggested by Guerrilla Games presentation[/URL]) with some optimization. I guess UE4 volumetric clouds implementation is based on this paper as well, so it should be viable to use these for high quality settings. :) Raycasting; as you already mentioned it's really hard to get stable constraint-based physics (well unless you write your own physics engine as the guys behind BeamNG did :D). My implementation is really basic right now (e.g. I only apply a single force on the hull, I don't support gearbox yet, ...) but is stable even at low framerate.
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