The 10th grade is great innit? I've got exams coming up next week (monday and friday) but after that I can finally rest and prepare for university Also I can focus on getting my drivers license, which is fantastic.
dyno sorry XD --- Post updated --- yeah its maybe that torque converter or the fluid or just the brakes are rust welded, that thing was not started from a year and didnt move from at least 10 years
I got BeamNG.drive 0.4.0.6-dx9 running in Linux. I'm missing so much from the later versions, but since I'm holding off running my Win7 VM with VGAPassthrough on my gaming rig for as long as possible it'll have to do. For now I want to keep my R9 280X rendering stuff in Debian. Most of the games inferior physics engines from my Steam library runs really well in Debian actually. On a related note, I upgraded from Debian Jessie to Stretch yesterday by installing Stretch to a new partition and migrating my /home mount (which is on a separate HDD anyway because large SSDs are very expensive). Copied over the contents of /root and a few config files from Jessie, installed a few packages and then everything was sort of like before but better. Anyway, we'll see how much longer I can resist thermals and new mods. Edit: Oh dear, there's no node grabber in 0.4.0.6-dx9.
yaaaaay the chevette wheels are turning. it wasnt moving because if was so deep in the mood and 4 tires are flat. now next time ill go help to move that cars in a barn of a garge to be able to lift her up and see how much the frame is rusted oh and there a pic
I posted a while back about cars that would be cool if modded into BeamNG. Because I was mainly going off top-10 style videos from the internet at one point, there were a lot of race cars and a lot of sports cars. But now I've had a better idea. You want mod ideas? Go to the website of any local car dealership, and see what they've got for less than $10,000, or even less than $5,000. That should give you a nice selection of reasonably interesting cars that perform decently but aren't necessarily new enough to have difficult-to-replicate performance-affecting gadgetry. For examples, here's some from near me: Chevrolet Impala 2000-2005 (2005 Chevrolet Impala LS, $4,995, Chevrolet of Wasilla) Not impressive stock (though might be pretty tanky for a unibody), but 1. there was a cop car variant, 2. it's not a bad looker, 3. 3800SC for massive POWAAAAAAAA. This car would be wasted without lots of tuning stages, at least for that engine. Visual customization might not be so easy, though a range of "custom" aero addenda rendered in steel, aluminum, and fiberglass as appropriate would probably still be possible and plausible. As for engine swaps, I can't really think of many, though anything from the 2006-2016 generation, including the 5.3L V8, should fit in theory. Also Northstar, maybe? Ford F150 1997-2003 (2001 Ford F150 Supercrew, $8,995, Chevrolet of Wasilla) This wouldn't necessarily bring anything new to the game that the D-Series hasn't already (except for long beds), but it could still be interesting. SVT Lightning and Harley-Davidson variants are the stars on pavement, and any 4X4 should be at least competent off-road. The real highlight here would be visual customization; this is one of the few vehicles on which I could see a ture 1990s customization aesthetic looking truly good, and the range of visual customization options should be large to take advantage. Engine swaps would be fairly predictable; it's a longitudinal RWD with, in theory, a fair-sized engine bay, so just about any Ford longitudinal-mount engine should fit; this means V10 and diesels from the Super Duty, newer F-series V6es and V8s, and probably a lot of Mustang motors as well (though putting a 2.3L EcoBoost in this truck would be simply criminal). The Coyote 5.0L, the 5.8L supercharged from the last GT500, and the 5.2L flat-crank Voodoo mill from the new GT350 should feature also if possible. Honda Fit 2009-2014 (2010 Honda Fit Sport, $6,995, Chevrolet of Wasilla) An incredibly dumpy looking car it may be, but there is no modern subcompact in the game yet, so this would add something that's not there, assuming that's actually necessary. May also handle more nicely that you'd expect. Engine swaps and customization? Dunno, I don't pay enough attention to Hondas. Pontiac Vibe 2002-2008 (2007 Pontaic Vibe, $8,995, Chevrolet of Wasilla) Apparently related to the Toyota Corolla, from before Toyota completely de-sportified their lineup, and uses Toyota ZZ engines, so might make a nice unexpected canyon car, at least in GT trim (which died in 2007 because of poor sales but also because some annoying people thought federal emissions standards needed to be tougher). Base model had an available dealer-installed supercharger, probably a TRD product, that bumped it up to 175 HP. AWD models (also dead from 2007) had a slightly detuned variant of the base engine for reasons I've never seen explained; they were also incompatible with the supercharger and were (sadly) automatic-only, making them shockingly slow. Engine swaps would follow the Toyota line, not the GM one, and I'm not quite sure what that would mean (Camry V6 might??? fit?). Also a different option for a modern compact, if the Fit is just too dumpy looking for you. BMW 3-Series 2004-2013 (2006 BMW 330xi sedan, $9,995, Lithia Chrysler Jeep Dodge Ram of Wasilla) Won't necessarily bring anything new to the game, but we could always use another agile - and not half-bad looking, in coupe and convertible form - curve eater. Also, that E92 M3 though. Aftermarket seems decent, so visual and performance tuning options should be plentiful here. Not sure what you'd do for engine swaps. M5 V10? Mazda6 2002-2008 (2006 Mazda6 s sedan, $5,985, Lithia Chrysler Jeep Dodge Ram of Wasilla) A rather overlooked small-midsize sport sedan from the middle of the last decade; it's a bit close to the Pessima 96 (some jbeam could probably even be reused), but it definitely has more style and sport. Of course the true highlight here is the Mazdaspeed6. Also, wagon rebellion! This vehicle has demonstrated compatibility with both Ford and Mazda transverse-mount engines; what swaps that could lead to I'm not sure. Others? Well, maybe sometime, but I'm having trouble remembering any more decent dealerships, as most of the "big name" ones rarely stock anything cheap.
4 months, 12,628 lines of code. 100% written from scratch by me. Currently cloning an already existing game in Unity.
Went to bed last night and thought this was a neat concept. Woke up today and made it into an actual program
Uggggggggggggghhhhhhhhhhhhhhhhhhhhh So so much code. WiP: Scene File Format - an intermediate, feature-plenty, and game usable 3d scene format. Supports physics objects, sound sources, a large range of texture mapping types incl. roughness, specular, albedo, etc for PBS, embedded resource support, vertex groups, skeletons, animation, etc. Current Roadmap Python API - Not started Blender Importer - There's a chance I may work on this Blender Exporter - About done, but needs to be redone eventually based on the Python API C# API - Halfway done, can read files, needs to write files (and some reorganizing) Unity importer - About done, need to fix animation issues Web docs - CSS and HTML started, need to fill in format specs Format specification overview doc - Done, it's always updated first Viewer application - About done, need to visualize some more things Future Plans 3dsmax and/or Maya import/export C++ API? would be a good learning exercise for me Attached are photos of code hell, an import from SCN into Unity, and the viewer application (I've also been making strides on some compressed mesh stuff. Which stores meshes in an ultra compact way with minimal floating point loss. I may post about that sometime)
Pretty quiet in here lately. I haven't spent all day on this, but I have spent all night . Doing lots of code cleanup, organization, and removing legacy stuff from a project.
Still pretty quiet in here Come on guys, you must have things that leech your days away For example, today my leech was surface shader development. Toyed with a shader that accomplishes 3 things: - Diffuse shading - Reflections - Damage overlay texture blended by vertex color The damage texture overlay also inhibits the reflective of the material .