Terrain Feel and Factors

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Kording
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Re: Terrain Feel and Factors

Post by Kording »

Forgot this link. There are a few more information about the game. http://www.kickstarter.com/projects/358 ... -challenge

This is on topic:
Spintires utilizes a gaming engine called ‘VeeEngine’. The ‘VeeEngine’ has been built from the ground up specifically for Spintires and therefore has been optimised for this particular game genre.

The ‘VeeEngine’ features a unique and flexible VEHICLE/MUD/WATER interaction model that is very fast.

The mud interaction model is achieved by a solution that relies on vertex-texture-fetch technology. A low-resolution heightmap is substituted by a high-resolution heightmap; this is then procedurally deformed by any physical body that penetrates it.

The engine is written in C++ and utilizes ‘DirectX 9 technologies’ & 'Havok Physics Engine'. The structure of the game comprises of XML and LUA scripts that allows developers to create content with ease. It also allows ‘modding’ communities to make their own modifications.
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attacker5
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Re: Terrain Feel and Factors

Post by attacker5 »

That is the most beautiful thing I have ever seen.
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Re: Terrain Feel and Factors

Post by Sandhapper »

attacker5 wrote:That is the most beautiful thing I have ever seen.
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WellsMX524
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Re: Terrain Feel and Factors

Post by WellsMX524 »

Sandhapper wrote:
attacker5 wrote:That is the most beautiful thing I have ever seen.
I just cried. We need that.
jlv
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Re: Terrain Feel and Factors

Post by jlv »

Kording wrote:Just a little video that shows it is possible !
That does look nice, but it's different than the original suggestion which was to allow the wheels to penetrate the ground without deforming it.
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Re: Terrain Feel and Factors

Post by g-dub »

this video is nothing new, a game came out 3 years ago called Off Road Drive which featured more or less the exact same thing. i have the game and its by far the best off road game ever made imo. http://www.youtube.com/watch?v=1FpgfKmmaOI
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m121c
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Re: Terrain Feel and Factors

Post by m121c »

Is it possible to ever get a deformation such as this for sim? Although we have a erode, its not as precise and visually appealing as this it seems.
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Re: Terrain Feel and Factors

Post by jlv »

I have to admit it's impressive. One thing I wonder though, does it forget the ruts as you travel past them? From the description Kording posted, it sounds like they're using a low res height field for the main terrain and using a high resolution field for the area near you.
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Kording
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Re: Terrain Feel and Factors

Post by Kording »

The ruts are still there if you travel past them. One thing I noticed though and I dont know if that is the information you need but the front tires always pushes up some of the dirt in front of them. It seams to me like there are two layers of dirt on the map. The base layer which is hard dirt and the mudy layer.
It is kind of hard to explain just try it out and download the demo.
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Kording
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Re: Terrain Feel and Factors

Post by Kording »

here is an example what i mean.
you can see the deep ruts in front of the vehicle. There are no bumbs in there.
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in this picture I moved the truck a bit forward. As you can see the front tires push up the dirt in front of them before getting through the mud layer:
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Pumaxcs
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Re: Terrain Feel and Factors

Post by Pumaxcs »

Do you think what it means is that when it goes to low res it takes a second to background process what the terrain looks like and smooth and the jagged edges so its not so heavy for the PC? Or would that be it keeps the same height field data just lowers the resolution as you move away and pulls it back as you get closer?

Side question, would something like the first idea be any easier for a multiplayer erode? Seems like in my head its a lot of spreading the work between server and PC but I can't decide if them talking between each other would speed things up or slow them down. I'm leaning to slow but everyone else was spitballing, thought I'd throw it.
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jlv
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Re: Terrain Feel and Factors

Post by jlv »

Kording wrote:The ruts are still there if you travel past them. One thing I noticed though and I dont know if that is the information you need but the front tires always pushes up some of the dirt in front of them. It seams to me like there are two layers of dirt on the map. The base layer which is hard dirt and the mudy layer.
It is kind of hard to explain just try it out and download the demo.
Looking at it a little more carefully, the resolution isn't as high as I thought it was. I saw those wheel ruts and forgot you don't need so much resolution for a bigger truck wheel. They probably do have multiple layers or at least remember the original heights.
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MX181
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Re: Terrain Feel and Factors

Post by MX181 »

So the main question is JLV, are we going to see some sort of change with the ground. Wheather that is terrain deformation, what attacker suggested or anything you can think? This shall be good to know
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Re: Terrain Feel and Factors

Post by jlv »

Definitely not interested in doing what attacker suggested. I guarantee it would not work well. I do have an interest in getting multiplayer deformation working, but that's a different subject.

I suspect improving the way the stabilizer interacts with the dabbing would help ridability more than squishy dirt.
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MX181
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Re: Terrain Feel and Factors

Post by MX181 »

jlv wrote:Definitely not interested in doing what attacker suggested. I guarantee it would not work well. I do have an interest in getting multiplayer deformation working, but that's a different subject.

I suspect improving the way the stabilizer interacts with the dabbing would help ridability more than squishy dirt.
Awesome will be waiting eagerly till the release :D
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