[ONG] Offroad Racer - Indie Game Dev Log

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  • orontes
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    orontes triangle
    The current precision is not 100% perfect but very very high. Nothing to even slightly worry about and with the wheel using the helper position it is completely unnoticeable. Even when you zoom in all the way. To answer your question, the FBX export format does not nearly support all this nifty stuff my brother used in 3ds max. Even if it would, you would not gain much or anything.

    This is because of the math involved. Whenever you do IK or invert a function in a non analytical (non closed-form) way like i did in the engine or max does for IK, you only have an approximation. This is true in 3ds max as well. Even "look at" is not 100% perfect all the time and more complex inverse stuff only gets worse. This is a fundamental issue. This part of mathematics is called "numerical analysis" and it is used for nearly everything in the engine that is not straight forward. Even relatively simple stuff like the inverse of a 4th order polynomial does not have a closed-form and thereby perfect solution (This is unrelated to numerical calculus precision which is yet another problem).
  • Ckafee
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    Ckafee vertex
    orontes said:
    The current precision is not 100% perfect but very very high. Nothing to even slightly worry about and with the wheel using the helper position it is completely unnoticeable. Even when you zoom in all the way. To answer your question, the FBX export format does not nearly support all this nifty stuff my brother used in 3ds max. Even if it would, you would not gain much or anything.

    This is because of the math involved. Whenever you do IK or invert a function in a non analytical (non closed-form) way like i did in the engine or max does for IK, you only have an approximation. This is true in 3ds max as well. Even "look at" is not 100% perfect all the time and more complex inverse stuff only gets worse. This is a fundamental issue. This part of mathematics is called "numerical analysis" and it is used for nearly everything in the engine that is not straight forward. Even relatively simple stuff like the inverse of a 4th order polynomial does not have a closed-form and thereby perfect solution (This is unrelated to numerical calculus precision which is yet another problem).
    Allright i see. so rescripting the Solvers and the lookats are not worth the afford. Oke learned something today again:D thanks!

  • defragger
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    defragger polycounter lvl 3
    Hi polycount,

    Long time no see. But we have been very busy. Here is some cool new stuff we have been working on:














    A Lap around the Track


  • defragger
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    defragger polycounter lvl 3
    Hi guys,

    we have a freelance opportunity for you!

    Looking for a sound effect artist.

    Check out the details here:
    http://polycount.com/discussion/186258/paid-sound-effect-artist-freelance/p1?new=1
  • kanga
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    kanga polycounter lvl 10
    Looks great. I like the water drops on the lens when the vehicle goes through the wet. Are you planning on doing a first person option? With more tracks the mountains offer limitless possibilities.

    Top work man.
  • defragger
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    defragger polycounter lvl 3
    kanga said:
    Looks great. I like the water drops on the lens when the vehicle goes through the wet. Are you planning on doing a first person option?

    Thanks man!

    The steering wheel on the car is already turning and the cockpit is fully modeled so we will be playing around with a first person cam for sure.

    I´m still planting tons of trees and grass at this point. Next thing will be some shrubs.


  • Felixenfeu
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    Felixenfeu polycounter lvl 6
    Very promising project right there ! Killer hard surface, really looking forward to see more work on this.
  • AlecMoody
  • defragger
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    defragger polycounter lvl 3
    @AlecMoody : Thank you! Yes we will definitely release Q1 2018 on steam early access. We are a bit behind schedule. Originally it was planned to release in 2017, but it will be late January / early February 2018.
  • CybranM
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    CybranM polycounter lvl 4
    those damage effects! whole project looks awesome :smile:
    Looking forward to seeing this project progress
  • AlexCatMasterSupreme
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    AlexCatMasterSupreme polycounter lvl 5
    Sick car, I love watching the suspension, I want to play this. 
  • MmAaXx
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    MmAaXx polycounter lvl 4
    this is super amazing guys!
    can I ask you guys how do you add the high frequency details to the terrain? do you use some rgb mask?

    *edit*
    ok I read about the vertex color, so on top of the baked big textures from world machine you also use vertex color to blend materials?
  • defragger
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    defragger polycounter lvl 3
    @MmAaXx :

    We separate the track surface from the terrain. The track uses two materials which are blended by vertex. These materials have high-mid-frequency information in them. Tiling on these mats is very poor (intentionally), why we need two mats to break the tiling.

    On the terrain we use 3-4 materials which are optimized for large application (good tiling). They are applied by splat map from world machine and improved by painting in editor.

    To hide the poly edge where the terrain meets the track surface, we use a transition decal which overlaps the terrain aprox 1 meter and uses the same materials and UV as the track surface. It is faded out by vertex alpha.

    On top of the track we use larger decals to give certain areas more uniqueness.

    Thank you!


  • aclund3
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    aclund3 polycounter lvl 2
    Your vehicle looks amazing. I want to play it in Rocket League :)

    Thank you both for taking the time to share your development. This is a super interesting project and I love seeing how an Indie Developer has to work through things with only 2 people. Keep at it fellas!
  • MmAaXx
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    MmAaXx polycounter lvl 4
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