1. Thread posting restricted: Only the BeamNG team members can post new threads in this sub-forum in order to prevent spam. Posting is available on unlocked threads.

Micro Blog(s) - March to December 2016

Discussion in 'Microblogs' started by LJFHutch, Mar 29, 2016.

Thread Status:
Not open for further replies.
  1. LJFHutch

    LJFHutch
    Expand Collapse
    Environment Artist
    BeamNG Team

    Joined:
    Aug 4, 2012
    Messages:
    667
    It's getting there, still more polish to go though.

     
    • Like Like x 122
  2. tdev

    tdev
    Expand Collapse
    Developer
    BeamNG Team

    Joined:
    Aug 3, 2012
    Messages:
    3,031
    New camera mode tests / ideas / funky things:


    --- Post updated ---

    --- Post updated ---

    --- Post updated ---

    --- Post updated ---
    Ignore the black smoke, bugs ...

     
    #2 tdev, Mar 31, 2016
    Last edited: Mar 31, 2016
    • Like Like x 82
  3. stenyak

    stenyak
    Expand Collapse
    Programmer & Global Moderator
    BeamNG Team

    Joined:
    Aug 6, 2012
    Messages:
    1,892
    I don't usually work on visual stuff, rather just read/write lines upon lines of code.

    But today is one of those days in which I need to crunch numbers, trying to get insights into how something works, with hard data rather than a vague intuitive feeling, and that's when graphs can be a great help:
    Untitled_spreadsheet_-_Google_Sheets_-_Google_Chro_2016-04-01_00-20-12.png
    First case corresponds to the pickup driving slowly, second one's driving fast, third one's performing a corkscrew jump.
     
    • Like Like x 27
  4. LuisAntonRebollo

    LuisAntonRebollo
    Expand Collapse
    Developer
    BeamNG Team

    Joined:
    Feb 25, 2014
    Messages:
    117
    (April Fools Post)



    • Added compute-shader based censorship algorithm to resolve copyright problems with mods.
    • Added drivers with simulated anatomical properties, censored to maintain pg-rating.
     
    #4 LuisAntonRebollo, Apr 1, 2016
    Last edited by a moderator: Apr 2, 2016
    • Like Like x 52
  5. LJFHutch

    LJFHutch
    Expand Collapse
    Environment Artist
    BeamNG Team

    Joined:
    Aug 4, 2012
    Messages:
    667
    Just thought I'd show you guys the world machine doc I use to add the changes I make in blender (roads) to utah. To help iterate faster I've made it an almost automatic process inside world machine, the entire map pipeline is as follows:

    • Design
    • Build in world machine > exports height, material masks and overlay texture
    • Import the map into Blender, add the roads using splines and some hand modeled areas > export height
    • Using development snapshot of blender (16bit images) import the terrain and road heightmaps and merge both > export
    • 2nd world machine document automatically loads up the updated height map, road material masks, original overlay texture and then in one automatic operation it retextures the entire map with the new information (roads and manual changes), creates a curvature based depth map, edits each of the 8 material masks to include the roads and finally exports all of the files back out again
    • Import the lot back into BeamNG.drive

    That makes it sound ... about as complicated as it is :D Here's a pic of the 2nd world machine doc that joins my changes with the original map:

     
    • Like Like x 35
  6. tdev

    tdev
    Expand Collapse
    Developer
    BeamNG Team

    Joined:
    Aug 3, 2012
    Messages:
    3,031
    (April Fools Post)

    Latest improvements of our physics engine:



     
    #6 tdev, Apr 1, 2016
    Last edited: Apr 2, 2016
    • Like Like x 71
  7. Diamondback

    Diamondback
    Expand Collapse
    Vehicle Systems Lead
    BeamNG Team

    Joined:
    Apr 8, 2014
    Messages:
    1,957
    (April Fools Post)

    Upgraded security cell rigidness to modern ETK standards

    Video - Click to Play - Direct Link

    Video - Click to Play - Direct Link
     
    #7 Diamondback, Apr 1, 2016
    Last edited by a moderator: Apr 2, 2016
    • Like Like x 56
  8. LJFHutch

    LJFHutch
    Expand Collapse
    Environment Artist
    BeamNG Team

    Joined:
    Aug 4, 2012
    Messages:
    667
    Just adding a bit of detail to the old Utah rocks.

     
    • Like Like x 64
  9. LuisAntonRebollo

    LuisAntonRebollo
    Expand Collapse
    Developer
    BeamNG Team

    Joined:
    Feb 25, 2014
    Messages:
    117


    We are working hard to improve the performance and quality of our render engine. A little part will be released on next update.

    Added a reversed depth buffer for fix the flickering issues in levels.
     
    • Like Like x 71
  10. tdev

    tdev
    Expand Collapse
    Developer
    BeamNG Team

    Joined:
    Aug 3, 2012
    Messages:
    3,031
    some more issues for today ...
    --- Post updated ---
    We had to do some memory optimizations, worked out well, 7 GB > 2 GB
     

    Attached Files:

    • whiteboard.jpg
    • chrome_2016-04-16_06-15-09.png
    • Like Like x 59
  11. tdev

    tdev
    Expand Collapse
    Developer
    BeamNG Team

    Joined:
    Aug 3, 2012
    Messages:
    3,031
    Working on camera things on a Sat morning at 6 am :D
    --- Post updated ---
    Some concept artwork from Lisa :)
     

    Attached Files:

    • c1.png
    • c2.png
    • c3.png
    • Like Like x 87
  12. Nadeox1

    Nadeox1
    Expand Collapse
    Spinning Cube
    BeamNG Team

    Joined:
    Aug 5, 2012
    Messages:
    14,683
    screenshot_00009 copy.jpg
     
    • Like Like x 74
  13. tdev

    tdev
    Expand Collapse
    Developer
    BeamNG Team

    Joined:
    Aug 3, 2012
    Messages:
    3,031
    Working on improved UI units ...
    screenshot_00001.jpg
     
    • Like Like x 41
  14. tdev

    tdev
    Expand Collapse
    Developer
    BeamNG Team

    Joined:
    Aug 3, 2012
    Messages:
    3,031
    coffee pic :D
     

    Attached Files:

    • DSC_0082.JPG
    • DSC_0083.JPG
    • Like Like x 41
  15. Nadeox1

    Nadeox1
    Expand Collapse
    Spinning Cube
    BeamNG Team

    Joined:
    Aug 5, 2012
    Messages:
    14,683


    Some bits of the new camera mode (called 'Relative Camera').
     
    • Like Like x 70
  16. Nadeox1

    Nadeox1
    Expand Collapse
    Spinning Cube
    BeamNG Team

    Joined:
    Aug 5, 2012
    Messages:
    14,683
    @LuisAntonRebollo has been implementing a better antialiasing solution. Results speak for themselves :)


    (click to see the full details)


    (click to see the full details)

    FXAA tends to blur not only the aliasing, but also textures (very noticable in the asphalt textures).
    SMAA doesn't do that, keeping that crisp aspect ingame while removing the aliasing from the edges.
    Performance hit is very similar as FXAA (You won't even notice :) )
     
    • Like Like x 61
  17. tdev

    tdev
    Expand Collapse
    Developer
    BeamNG Team

    Joined:
    Aug 3, 2012
    Messages:
    3,031
    Work on the backend: The crash reporting tool now actually shows the problems instead of "find yourself and have fun" method with >1000 files :|
     

    Attached Files:

    • backend.png
    • Like Like x 39
  18. tdev

    tdev
    Expand Collapse
    Developer
    BeamNG Team

    Joined:
    Aug 3, 2012
    Messages:
    3,031
    Testing out new shapes for the navigation screen...
    shapetest.png

    And other vehicles how up now :)
     
    #18 tdev, May 8, 2016
    Last edited: May 8, 2016
    • Like Like x 53
  19. tdev

    tdev
    Expand Collapse
    Developer
    BeamNG Team

    Joined:
    Aug 3, 2012
    Messages:
    3,031
    Worked on the editor a bit:

    1) fixed smoothing finally, it works as intended now:
    screenshot_00003.jpg

    2) The sidebars will be 50 pixels wider and should fill the height of the screen on startup.
    screenshot_00013.jpg

    3) Implemented two new tools: Align with terrain and substract from terrain :)
    terraintools.png

    screenshot_00014.jpg

    screenshot_00015.jpg
    screenshot_00016.jpg
     
    • Like Like x 60
  20. tdev

    tdev
    Expand Collapse
    Developer
    BeamNG Team

    Joined:
    Aug 3, 2012
    Messages:
    3,031
    #coffeepic @ 30 deg Celsius
     

    Attached Files:

    • DSC_0101.JPG
    • DSC_0102.JPG
    • Like Like x 32
Thread Status:
Not open for further replies.
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice