I just spotted more experimental vehicles:
Oh, and we figured out on how to add flares to lights:
Awesome work guys, you amaze us!
That being said, we just sped up the core physics by some good 20% (no update released yet)
Updated 4 Days Ago at 01:28 PM by tdev
Roads are pretty important in a driving game. Recently I looked into ways of improving the visuals and realized one subtle yet important aspect missing from our roads was reflectivity.
By creating a simple reflectivity cubemap and mapping it onto the road, then masking out the parts that shouldn't be as reflective I've got the road reflecting the sky at certain angles and not at others. Here you can see part of the cubemap. When looking from above you see the grey at the top but when you are looking straight at the horizon it's reflecting the blue parts. It's not proper fresnel but in the vast majority of cases there would be little difference. It's simple but effective.
If you look directly down at the road (high angle) it's just a standard grey road, but look at the road in the distance (low angle) and it's now got a blue tint. It also has the added benefit of remaining partially reflective when in shadow which makes it look much more realistic than before. Here are some screens:
Complete with propellers, control surfaces and alike: Auriga-Experimental-Vehicles by Miura - awesome work!
We just seem to support aircraft basics by chance since there is not special support for these things in there yet - It really shows how versatile the physics engine is
EDIT: forget to mention that DrowsySam created an awesome rocket powered flying bolide:DSC-Rocket-Plane-Bolide
Updated 1 Week Ago at 02:16 PM by tdev
Got the cab and hood in-game. They have nice soft breakable mounts like a real truck
Still have a million more parts to model and put in-game, but it's getting there.
Finally found out how the steering works on a real semi truck. Implemented it into the T75 and also modeled all the various components. Also modeled and implemented the side step and front bumper. Still a long way to go, but it's getting there. The cab/hood/headlights/fenders are all modeled but not in-game yet.
Updated 3 Weeks Ago at 09:52 AM by gabester
Thanks to LuaSocket, ModDebug and ZeroBrane Studio we were able to create a way to debug our embedded Lua while it is running. This will make bugfinding and coding in general much easier
We will make this available to the public within the next update.
So I've been inspired by some of the mods you guys have been making in the community, and I've overhauled all the Gavril V8 engines, adding engine tuning options and making "Drift Missile" variants of the Grand Marshal and H15. They're stripped out, with 400+ horsepower, welded diffs, and an extraordinary amount of steering lock. Here's a couple action shots of the H15 Drift Missile:
The D15 Sport and Off-Road are also getting the Stage 2 Engine Tuning with more than 400 horsepower. They're beastly
We've also been having some friendly internal competition with the lap timers we've been working on. Soon there'll be a proper online leaderboard and we can all fight to the death for the fastest lap times
If you participate in the alpha testing and if you registered your game, you can now find your Serial Number and Download information very quickly using the following shortcut:
1. After logging in, click on Settings in the top right corner of the forums:
2. In the settings, you can find the links to your orders on the middle left side in the menu:
Updated 4 Weeks Ago at 07:22 PM by tdev