Very very very small update. I had no time the last few days...too much work to do beside Beam.NG! Started to create a fence...so that the spectators are safe
Lol, if they didn't have that, people would die, ramp people would get sued, they would run out of money, then not have this ramp! Also, if you didn't see my suggestion...
Oh...a tunnel! Textures are very basic...and the lighting...errr...not even thought about it! But it is very safe...it has emergency exits! ...and...the fences are finished!
It will be FPS-friendly. I work with LOD-Meshes and Collission-Meshes. At the moment I still have between 50 and 60 FPS with maximum details at 1920x1080 (GeForce 980Ti). When the map is finished, and some users report bad performance...maybe I'll release a low-resolution Version with smaller textures and decreased details. We'll see --- Post updated --- Some progress at the lighting... (watch the FPS )
Ok guys...I think I should cancel the tunnel for this map! I get really bad FPS...even with LOD-Meshes and Collision-Meshes. I thought I can connect the tunnel from the bottom to the top of the platform...so that you can reach the platform when you jumped once. But it doesn't make sence, because the framerate is too poor...it isn't funny...even with a 6GB Asus GeForce 980Ti Strix OC graphics card, 32 GIGs of DDR4 Ram and a i7-5820K cpu (about 30 FPS). So the next few steps will be: - Cancelling the tunnel - Finish the roadside-objects like grandstands, hospital, lamps, houses...and so on - get a good looking terrain, with vegetation, some highlights (windmills, energy poles, for example) - create a nice sky with clouds, flying planes, maybe some birds...and a realistic lighting! Sorry about the tunnel, but the frames are really, really (really!!!) bad! Maybe I could use it for an extra map (like endless tunnel). I'll keep you up to date here!
@ Dealercrash: Nope! But I think that it isn't the fault of the Beam.NG-Engine or the developers. My models are very detailed...and the textures are highres (at least 2048x2048). The highres-model have about 6K polygons...the midres about 1,5K ...and the lowres below 500 polygons. Collision-meshes even below that. For my textures I use normal and specular maps...and for the midres and lowres meshes textures lower than 256x256 pixels.
Imagine a day when fps won't matter anymore, I think it might acctualy be the game engine I have a geforce gtx 860m and can run water simulation on nivda physx flex at around 40-50 frames.