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.
Tennis, Basketball and Baseball all requires one ball
Motocross requires two!
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
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.
Josh Vanderhoof
Sole Proprietor jlv@mxsimulator.com
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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.
Tennis, Basketball and Baseball all requires one ball
Motocross requires two!
here is an example what i mean.
you can see the deep ruts in front of the vehicle. There are no bumbs in there.
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:
Tennis, Basketball and Baseball all requires one ball
Motocross requires two!
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.
Everytime you post something stupid, a baby gets punched in the face. Please be smart, for the children.
MXS Cares
jlv wrote: ↑Thu Nov 05, 2020 1:09 am
Pumaxcs would know better than I do.
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.
Josh Vanderhoof
Sole Proprietor jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
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
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.
Josh Vanderhoof
Sole Proprietor jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
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.