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Micro Blog(s) - March to December 2016

Discussion in 'Developer Section' started by LJFHutch, Mar 29, 2016.

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  1. LJFHutch

    LJFHutch
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    It's getting there, still more polish to go though.

     
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  2. tdev

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    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
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  3. stenyak

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    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.
     
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  4. LuisAntonRebollo

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    (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
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  5. LJFHutch

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    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:

     
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  6. tdev

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    (April Fools Post)

    Latest improvements of our physics engine:



     
    #6 tdev, Apr 1, 2016
    Last edited: Apr 2, 2016
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  7. Diamondback

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    (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
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  8. LJFHutch

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    Just adding a bit of detail to the old Utah rocks.

     
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  9. LuisAntonRebollo

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    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.
     
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  10. tdev

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    some more issues for today ...
    --- Post updated ---
    We had to do some memory optimizations, worked out well, 7 GB > 2 GB
     

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

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    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
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  12. Nadeox1

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    screenshot_00009 copy.jpg
     
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  13. tdev

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    Working on improved UI units ...
    screenshot_00001.jpg
     
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  14. tdev

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    coffee pic :D
     

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  15. Nadeox1

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

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    @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 :) )
     
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  17. tdev

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    Work on the backend: The crash reporting tool now actually shows the problems instead of "find yourself and have fun" method with >1000 files :|
     

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    • backend.png
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  18. tdev

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    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
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  19. tdev

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    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
     
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  20. tdev

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    #coffeepic @ 30 deg Celsius
     

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